use bevy::{color::palettes::css::*, prelude::*};
use bevy_vector_shapes::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(ShapePlugin::default())
.insert_resource(ClearColor(DIM_GRAY.into()))
.add_systems(Startup, setup)
.add_systems(Update, (draw_shapes, update_canvas))
.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((
Camera3d::default(),
Transform::from_xyz(0., 0., 16.).looking_at(Vec3::ZERO, Vec3::Y),
Msaa::Off,
));
}
fn update_canvas(keys: Res<ButtonInput<KeyCode>>, mut canvas: Single<&mut Canvas>) {
if keys.just_pressed(KeyCode::Space) {
canvas.redraw();
}
if keys.just_pressed(KeyCode::KeyM) {
canvas.mode = match canvas.mode {
CanvasMode::Continuous => CanvasMode::Persistent,
CanvasMode::Persistent => CanvasMode::OnDemand,
CanvasMode::OnDemand => CanvasMode::Continuous,
}
}
}
fn draw_shapes(time: Res<Time>, mut painter: ShapePainter, canvas: Single<(Entity, &Canvas)>) {
let (canvas_e, canvas) = canvas.into_inner();
painter.image(canvas.image.clone(), Vec2::splat(20.));
painter.set_canvas(canvas_e);
painter.hollow = true;
painter.thickness = 6.0;
painter.set_color(CRIMSON);
painter.translate(Vec3::Y * time.elapsed_secs().sin() * 256.0);
painter.circle(48.0);
painter.reset();
}