use bevy::{camera::visibility::RenderLayers, prelude::*};
use bevy_2d_grid::{InfiniteGrid2DBundle, InfiniteGrid2DPlugin};
fn main() {
App::new()
.add_plugins((DefaultPlugins, InfiniteGrid2DPlugin))
.add_systems(Startup, setup_system)
.add_systems(Update, toggle_layers)
.run();
}
fn setup_system(mut commands: Commands) {
commands.spawn((InfiniteGrid2DBundle::default(), RenderLayers::layer(1)));
commands.spawn((
Camera2d::default(),
Transform::from_xyz(0.0, 0.0, 10.0),
RenderLayers::layer(1),
));
commands.spawn((
Sprite {
color: Color::srgb(0.8, 0.2, 0.2),
custom_size: Some(Vec2::new(50.0, 50.0)),
..default()
},
Transform::from_xyz(100.0, 100.0, 1.0),
RenderLayers::layer(1), ));
commands.spawn((
Sprite {
color: Color::srgb(0.2, 0.8, 0.2),
custom_size: Some(Vec2::new(30.0, 30.0)),
..default()
},
Transform::from_xyz(-150.0, 50.0, 1.0),
RenderLayers::layer(0), ));
commands.spawn((
Sprite {
color: Color::srgb(0.2, 0.2, 0.8),
custom_size: Some(Vec2::new(40.0, 40.0)),
..default()
},
Transform::from_xyz(0.0, -200.0, 1.0),
RenderLayers::layer(1), ));
}
fn toggle_layers(mut q: Query<&mut RenderLayers, With<Camera>>, input: Res<ButtonInput<KeyCode>>) {
for mut render_layers in &mut q {
if input.just_pressed(KeyCode::KeyT) {
if render_layers.intersects(&RenderLayers::layer(1)) {
*render_layers = RenderLayers::layer(0);
} else {
*render_layers = RenderLayers::layer(1);
}
}
}
}