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use bevy::prelude::*;
use bevy_tweening::*;
use std::time::Duration;
fn main() -> Result<(), Box<dyn std::error::Error>> {
App::default()
.insert_resource(WindowDescriptor {
title: "Sequence".to_string(),
width: 600.,
height: 600.,
vsync: true,
..Default::default()
})
.add_plugins(DefaultPlugins)
.add_plugin(TweeningPlugin)
.add_startup_system(setup)
.add_system(update_text)
.add_system(update_anim)
.run();
Ok(())
}
#[derive(Component)]
struct IndexText;
#[derive(Component)]
struct ProgressText;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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let font = asset_server.load("fonts/FiraMono-Regular.ttf");
let text_style = TextStyle {
font,
font_size: 50.0,
color: Color::WHITE,
};
let text_alignment = TextAlignment {
vertical: VerticalAlign::Center,
horizontal: HorizontalAlign::Center,
};
// Text with the index of the active tween in the sequence
commands
.spawn_bundle(Text2dBundle {
text: Text {
sections: vec![
TextSection {
value: "index: ".to_owned(),
style: text_style.clone(),
},
TextSection {
value: "0".to_owned(),
style: text_style.clone(),
},
],
alignment: text_alignment,
},
transform: Transform::from_translation(Vec3::new(0., 40., 0.)),
..Default::default()
})
.insert(IndexText);
// Text with progress of the active tween in the sequence
commands
.spawn_bundle(Text2dBundle {
text: Text {
sections: vec![
TextSection {
value: "progress: ".to_owned(),
style: text_style.clone(),
},
TextSection {
value: "0%".to_owned(),
style: text_style.clone(),
},
],
alignment: text_alignment,
},
transform: Transform::from_translation(Vec3::new(0., -40., 0.)),
..Default::default()
})
.insert(ProgressText);
let size = 25.;
let margin = 40.;
let screen_x = 600.;
let screen_y = 600.;
let center = Vec3::new(screen_x / 2., screen_y / 2., 0.);
// Run around the window from corner to corner
let dests = &[
Vec3::new(margin, margin, 0.),
Vec3::new(screen_x - margin, margin, 0.),
Vec3::new(screen_x - margin, screen_y - margin, 0.),
Vec3::new(margin, screen_y - margin, 0.),
Vec3::new(margin, margin, 0.),
];
let tweens = dests
.windows(2)
.map(|pair| {
Tween::new(
EaseFunction::QuadraticInOut,
TweeningType::Once,
Duration::from_secs(1),
TransformPositionLens {
start: pair[0] - center,
end: pair[1] - center,
},
)
})
.collect();
commands
.spawn_bundle(SpriteBundle {
sprite: Sprite {
color: Color::RED,
custom_size: Some(Vec2::new(size, size)),
..Default::default()
},
..Default::default()
})
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.insert(Animator::new_seq(tweens).with_state(AnimatorState::Paused));
}
fn update_anim(time: Res<Time>, mut q: Query<&mut Animator<Transform>>) {
if time.seconds_since_startup() >= 10. {
q.single_mut().state = AnimatorState::Playing;
}
}
fn update_text(
// Note: need a QuerySet<> due to the "&mut Text" in both queries
mut query_text: QuerySet<(
QueryState<&mut Text, With<IndexText>>,
QueryState<&mut Text, With<ProgressText>>,
)>,
query_anim: Query<&Animator<Transform>>,
) {
let anim = query_anim.single();
let seq = &anim.tracks()[0];
let index = seq.index();
let tween = seq.current();
let progress = tween.progress();
// Use scopes to force-drop the mutable context before opening the next one
{
let mut q0 = query_text.q0();
let mut index_text = q0.single_mut();
index_text.sections[1].value = format!("{:1}", index).to_string();
}
{
let mut q1 = query_text.q1();
let mut progress_text = q1.single_mut();
progress_text.sections[1].value = format!("{:5.1}%", progress * 100.).to_string();
}