use bevy::{core::FixedTimestep, prelude::*};
use bevy_retrograde::prelude::*;
#[derive(StageLabel, Debug, Eq, Hash, PartialEq, Clone)]
struct GameStage;
fn main() {
App::build()
.insert_resource(WindowDescriptor {
title: "Bevy Retrograde Post-Processing".into(),
..Default::default()
})
.add_plugins(RetroPlugins)
.add_startup_system(setup.system())
.add_stage(
GameStage,
SystemStage::parallel()
.with_run_criteria(FixedTimestep::step(0.015))
.with_system(move_player.system()),
)
.run();
}
struct Player;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let red_radish_image = asset_server.load("redRadish.png");
let yellow_radish_image = asset_server.load("yellowRadish.png");
let blue_radish_image = asset_server.load("blueRadish.png");
commands.spawn().insert_bundle(CameraBundle {
camera: Camera {
size: CameraSize::FixedHeight(100),
background_color: Color::new(0.2, 0.2, 0.2, 1.0),
custom_shader: Some(
CrtShader {
scan_line_opacity: 0.3,
..Default::default()
}
.get_shader(),
),
..Default::default()
},
..Default::default()
});
let red_radish = commands
.spawn_bundle(SpriteBundle {
image: red_radish_image,
transform: Transform::from_xyz(0., 0., 0.),
..Default::default()
})
.insert(Player)
.id();
let yellow_radish = commands
.spawn_bundle(SpriteBundle {
image: yellow_radish_image,
transform: Transform::from_xyz(-20., 0., 0.),
..Default::default()
})
.id();
commands.entity(red_radish).push_children(&[yellow_radish]);
commands.spawn().insert_bundle(SpriteBundle {
image: blue_radish_image,
transform: Transform::from_xyz(-20., -20., -1.),
sprite: Sprite {
flip_x: true,
flip_y: false,
..Default::default()
},
..Default::default()
});
}
fn move_player(
keyboard_input: Res<Input<KeyCode>>,
mut query: Query<&mut Transform, With<Player>>,
) {
for mut transform in query.iter_mut() {
const SPEED: f32 = 1.;
let mut direction = Vec3::new(0., 0., 0.);
if keyboard_input.pressed(KeyCode::Left) {
direction += Vec3::new(-SPEED, 0., 0.);
}
if keyboard_input.pressed(KeyCode::Right) {
direction += Vec3::new(SPEED, 0., 0.);
}
if keyboard_input.pressed(KeyCode::Up) {
direction += Vec3::new(0., -SPEED, 0.);
}
if keyboard_input.pressed(KeyCode::Down) {
direction += Vec3::new(0., SPEED, 0.);
}
if direction != Vec3::new(0., 0., 0.) {
transform.translation += direction;
}
}
}