use bevy::{prelude::*, sprite::Anchor};
use bevy_color::palettes;
use bevy_mod_picking::prelude::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(low_latency_window_plugin()),
DefaultPickingPlugins,
))
.insert_resource(DebugPickingMode::Normal)
.add_systems(Startup, (setup, setup_3d, setup_atlas))
.add_systems(Update, (move_sprite, animate_sprite))
.run();
}
fn move_sprite(
time: Res<Time>,
mut sprite: Query<&mut Transform, (Without<Sprite>, With<Children>)>,
) {
let t = time.elapsed_seconds() * 0.1;
for mut transform in &mut sprite {
let new = Vec2 {
x: 50.0 * t.sin(),
y: 50.0 * (t * 2.0).sin(),
};
transform.translation.x = new.x;
transform.translation.y = new.y;
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle {
camera: Camera {
order: 1,
clear_color: ClearColorConfig::None,
..default()
},
..default()
});
let len = 128.0;
let sprite_size = Some(Vec2::splat(len / 2.0));
commands
.spawn(SpatialBundle::default())
.with_children(|commands| {
for (anchor_index, anchor) in [
Anchor::TopLeft,
Anchor::TopCenter,
Anchor::TopRight,
Anchor::CenterLeft,
Anchor::Center,
Anchor::CenterRight,
Anchor::BottomLeft,
Anchor::BottomCenter,
Anchor::BottomRight,
Anchor::Custom(Vec2::new(0.5, 0.5)),
]
.iter()
.enumerate()
{
let i = (anchor_index % 3) as f32;
let j = (anchor_index / 3) as f32;
commands.spawn(SpriteBundle {
sprite: Sprite {
custom_size: sprite_size,
color: Color::BLACK,
..default()
},
transform: Transform::from_xyz(i * len - len, j * len - len, -1.0),
..default()
});
commands.spawn(SpriteBundle {
sprite: Sprite {
custom_size: sprite_size,
color: Color::from(palettes::basic::RED),
anchor: anchor.to_owned(),
..default()
},
texture: asset_server.load("images/boovy.png"),
transform: Transform::from_xyz(i * len - len, j * len - len, 0.0)
.with_scale(Vec3::splat(1.0 + (i - 1.0) * 0.2))
.with_rotation(Quat::from_rotation_z((j - 1.0) * 0.2)),
..default()
});
}
});
}
#[derive(Component)]
struct AnimationIndices {
first: usize,
last: usize,
}
#[derive(Component, Deref, DerefMut)]
struct AnimationTimer(Timer);
fn animate_sprite(
time: Res<Time>,
mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
) {
for (indices, mut timer, mut sprite) in &mut query {
timer.tick(time.delta());
if timer.just_finished() {
sprite.index = if sprite.index == indices.last {
indices.first
} else {
sprite.index + 1
};
}
}
}
fn setup_atlas(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture_handle = asset_server.load("images/gabe-idle-run.png");
let layout = TextureAtlasLayout::from_grid(UVec2::new(24, 24), 7, 1, None, None);
let texture_atlas_layout_handle = texture_atlas_layouts.add(layout);
let animation_indices = AnimationIndices { first: 1, last: 6 };
commands.spawn((
TextureAtlas {
layout: texture_atlas_layout_handle,
index: animation_indices.first,
},
SpriteBundle {
texture: texture_handle,
transform: Transform::from_xyz(300.0, 0.0, 0.0).with_scale(Vec3::splat(6.0)),
..default()
},
animation_indices,
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
));
}
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
PbrBundle {
mesh: meshes.add(bevy_render::mesh::PlaneMeshBuilder::from_length(5.0)),
material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
..default()
},
PickableBundle::default(), ));
commands.spawn((
PbrBundle {
mesh: meshes.add(Cuboid::default()),
material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
PickableBundle::default(), ));
commands.spawn(PointLightBundle {
point_light: PointLight {
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, -4.0),
..default()
});
commands.spawn((Camera3dBundle {
transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
},));
}