use bevy::prelude::*;
use bevy_panorbit_camera::{PanOrbitCamera, PanOrbitCameraPlugin};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(PanOrbitCameraPlugin)
.add_systems(Startup, setup)
.add_systems(Update, (pause_game_system, cube_rotator_system))
.run();
}
#[derive(Component)]
struct Cube;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Transform::from_xyz(0.0, 0.5, 0.0),
Cube,
));
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
commands.spawn((
Transform::from_xyz(0.0, 1.5, 5.0),
PanOrbitCamera {
use_real_time: true,
..default()
},
));
commands.spawn(Text::new(
"\
Press Space to pause the 'game'",
));
}
fn pause_game_system(key_input: Res<ButtonInput<KeyCode>>, mut time: ResMut<Time<Virtual>>) {
if key_input.just_pressed(KeyCode::Space) {
if time.is_paused() {
time.unpause()
} else {
time.pause()
}
}
}
fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<Cube>>) {
for mut transform in &mut query {
transform.rotate_y(1.0 * time.delta_secs());
}
}