use bevy::prelude::*;
#[cfg(target_arch = "wasm32")]
use console_error_panic_hook;
fn main() {
#[cfg(target_arch = "wasm32")]
console_error_panic_hook::set_once();
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "{{ project_name }}".into(),
resolution: (800.0, 600.0).into(),
canvas: Some("#bevy".to_owned()),
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, (rotate_cube, keyboard_input))
.run();
}
#[derive(Component)]
struct RotatingCube;
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Add a cube
commands.spawn((
PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
},
RotatingCube,
));
// Add a plane
commands.spawn(PbrBundle {
mesh: meshes.add(shape::Plane::from_size(5.0).into()),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// Add a light
commands.spawn(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// Add a camera
commands.spawn(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
fn rotate_cube(mut query: Query<&mut Transform, With<RotatingCube>>, time: Res<Time>) {
for mut transform in &mut query {
transform.rotate_y(time.delta_seconds() / 2.0);
}
}
fn keyboard_input(keys: Res<Input<KeyCode>>, mut exit: EventWriter<AppExit>) {
if keys.just_pressed(KeyCode::Escape) {
exit.send(AppExit);
}
}