
# Objective Make the examples look more uniform and more polished. following the issue #17167 ## Solution - [x] Added a minimal UI explaining how to interact with the examples only when needed. - [x] Used the same notation for interactions ex : "Up Arrow: Move Forward \nLeft / Right Arrow: Turn" - [x] Set the color to [GRAY](https://github.com/bevyengine/bevy/pull/17237#discussion_r1907560092) when it's not visible enough - [x] Changed some colors to be easy on the eyes - [x] removed the //camera comment - [x] Unified the use of capital letters in the examples. - [x] Simplified the mesh2d_arc offset calculations. ... --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
46 lines
1.2 KiB
Rust
46 lines
1.2 KiB
Rust
//! This example demonstrates how to use the `Camera::viewport_to_world_2d` method.
|
|
|
|
use bevy::{color::palettes::basic::WHITE, prelude::*};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, draw_cursor)
|
|
.run();
|
|
}
|
|
|
|
fn draw_cursor(
|
|
camera_query: Single<(&Camera, &GlobalTransform)>,
|
|
window: Single<&Window>,
|
|
mut gizmos: Gizmos,
|
|
) {
|
|
let (camera, camera_transform) = *camera_query;
|
|
|
|
let Some(cursor_position) = window.cursor_position() else {
|
|
return;
|
|
};
|
|
|
|
// Calculate a world position based on the cursor's position.
|
|
let Ok(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
|
|
return;
|
|
};
|
|
|
|
gizmos.circle_2d(point, 10., WHITE);
|
|
}
|
|
|
|
fn setup(mut commands: Commands) {
|
|
commands.spawn(Camera2d);
|
|
|
|
// Create a minimal UI explaining how to interact with the example
|
|
commands.spawn((
|
|
Text::new("Move the mouse to see the circle follow your cursor."),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|