use bevy::prelude::*;
use bevy_vector_shapes::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(ShapePlugin::default())
.insert_resource(ClearColor(Color::DARK_GRAY))
.add_systems(Startup, setup)
.add_systems(Update, draw_shapes)
.run();
}
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
let config = CanvasConfig::new(1024, 1024);
commands.spawn_canvas(images.as_mut(), config);
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(0., 0., 16.).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
fn draw_shapes(time: Res<Time>, mut painter: ShapePainter, canvas: Query<(Entity, &Canvas)>) {
let (canvas_e, canvas) = canvas.single();
painter.image(canvas.image.clone(), Vec2::splat(12.));
painter.set_canvas(canvas_e);
painter.hollow = true;
painter.thickness = 16.0;
painter.color = Color::SEA_GREEN + Color::WHITE * 0.25;
painter.rect(Vec2::splat(1024.0));
painter.rotate_z(time.elapsed_seconds().sin());
painter.image(canvas.image.clone(), Vec2::splat(980.0));
painter.reset();
}