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entity_structure.rs
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use bevy::prelude::*;
use bevy_tween::interpolate::{AngleZ, Translation};
use bevy_tween::prelude::*;
use bevy_tween::{
bevy_time_runner::{TimeRunner, TimeSpan},
tween::{AnimationTarget, TargetComponent},
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, DefaultTweenPlugins))
.add_systems(Startup, setup)
.run();
}
fn sprite(start_x: f32, start_y: f32) -> (Sprite, Transform) {
(
Sprite {
custom_size: Some(Vec2::new(50., 50.)),
color: Color::WHITE,
..default()
},
Transform::from_xyz(start_x, start_y, 0.),
)
}
/// This show all the possible structure you can use.
/// All of these result in exactly the same animation!
/// Just use what fit for your use case.
///
/// These will be presented in its most rawest form.
/// See other examples for better APIs.
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
let angle_start = 0.;
let angle_end = std::f32::consts::PI * 2.;
let start_x = -300.;
let end_x = 300.;
let spacing_y = 100.;
let offset_y = -(spacing_y * 3.) / 2.;
// Everything in the same entity
let y = 0. * spacing_y + offset_y;
commands.spawn((
sprite(start_x, y),
AnimationTarget,
TimeRunner::new(Duration::from_secs(5)),
TimeSpan::try_from(..Duration::from_secs(5)).unwrap(),
EaseKind::QuadraticInOut,
ComponentTween::new_target(
TargetComponent::marker(),
Translation {
start: Vec3::new(start_x, y, 0.),
end: Vec3::new(end_x, y, 0.),
},
),
ComponentTween::new_target(
TargetComponent::marker(),
AngleZ {
start: angle_start,
end: angle_end,
},
),
));
// equivalent to
//
// let target = TargetComponent::marker();
// commands.spawn((sprite(...), AnimationTarget)).animate()
// .insert_here(
// Duration::from_secs(5),
// EaseKind::QuadraticOut,
// (
// target.with(translation(...)),
// target.with(angle_z(...)),
// ),
// );
// Sprite and time runner as parent, tweens as children.
let y = 1. * spacing_y + offset_y;
commands
.spawn((
sprite(start_x, y),
AnimationTarget,
TimeRunner::new(Duration::from_secs(5)),
))
.with_children(|c| {
c.spawn((
TimeSpan::try_from(..Duration::from_secs(5)).unwrap(),
EaseKind::QuadraticInOut,
ComponentTween::new_target(
TargetComponent::marker(),
Translation {
start: Vec3::new(start_x, y, 0.),
end: Vec3::new(end_x, y, 0.),
},
),
ComponentTween::new_target(
TargetComponent::marker(),
AngleZ {
start: angle_start,
end: angle_end,
},
),
));
});
// equivalent to
//
// let target = TargetComponent::marker();
// commands.spawn((sprite(...), AnimationTarget))
// .animate()
// .insert(tween(
// Duration::from_secs(5),
// EaseKind::QuadraticOut,
// (
// target.with(translation(...)),
// target.with(angle_z(...)),
// ),
// ));
// Only Sprite as parent, time runner and tweens as children.
let y = 2. * spacing_y + offset_y;
commands
.spawn((sprite(start_x, y), AnimationTarget))
.with_children(|c| {
c.spawn((
TimeRunner::new(Duration::from_secs(5)),
TimeSpan::try_from(..Duration::from_secs(5)).unwrap(),
EaseKind::QuadraticInOut,
ComponentTween::new_target(
TargetComponent::marker(),
Translation {
start: Vec3::new(start_x, y, 0.),
end: Vec3::new(end_x, y, 0.),
},
),
ComponentTween::new_target(
TargetComponent::marker(),
AngleZ {
start: angle_start,
end: angle_end,
},
),
));
});
// equivalent to
//
// let target = TargetComponent::marker();
// commands.spawn((sprite(...), AnimationTarget)).with_children(|c| {
// c.animate().insert_here(
// Duration::from_secs(5),
// EaseKind::QuadraticOut,
// (
// target.with(translation(...)),
// target.with(angle_z(...))
// ),
// );
// });
// Only Sprite as parent, tweens as children of a time runner.
let y = 3. * spacing_y + offset_y;
commands
.spawn((sprite(start_x, y), AnimationTarget))
.with_children(|c| {
c.spawn(TimeRunner::new(Duration::from_secs(5)))
.with_children(|c| {
c.spawn((
TimeSpan::try_from(..Duration::from_secs(5)).unwrap(),
EaseKind::QuadraticInOut,
ComponentTween::new_target(
TargetComponent::marker(),
Translation {
start: Vec3::new(start_x, y, 0.),
end: Vec3::new(end_x, y, 0.),
},
),
ComponentTween::new_target(
TargetComponent::marker(),
AngleZ {
start: angle_start,
end: angle_end,
},
),
));
});
});
// equivalent to
//
// let target = TargetComponent::marker();
// commands.spawn((sprite(...), AnimationTarget)).with_children(|c| {
// c.animate().insert(tween(
// Duration::from_secs(5),
// EaseKind::QuadraticOut,
// (
// target.with(translation(...)),
// target.with(angle_z(...))
// ),
// ));
// });
// or with this completely detached
let y = 4. * spacing_y + offset_y;
let sprite = commands.spawn(sprite(start_x, y)).id();
commands
.spawn(TimeRunner::new(Duration::from_secs(5)))
.with_children(|c| {
c.spawn((
TimeSpan::try_from(..Duration::from_secs(5)).unwrap(),
EaseKind::QuadraticInOut,
ComponentTween::new_target(
sprite,
Translation {
start: Vec3::new(start_x, y, 0.),
end: Vec3::new(end_x, y, 0.),
},
),
ComponentTween::new_target(
sprite,
AngleZ {
start: angle_start,
end: angle_end,
},
),
));
});
// equivalent to
//
// let target = TargetComponent::entity(sprite);
// commands.animate().insert(tween(
// Duration::from_secs(5),
// EaseKind::QuadraticOut,
// (
// target.with(translation(...)),
// target.with(angle_z(...))
// ),
// ));
}