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90 lines
2.5 KiB
Rust

use games::*;
fn main() {
App::new()
.add_plugins((BaseGamePlugin {
name: "parallax example".into(),
title: "Parallax".into(),
game_type: GameType::Two,
},))
.add_systems(Startup, spawn_background)
.add_systems(Update, move_camera)
.add_systems(Update, parallax_gizmos)
.run();
}
fn spawn_background(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let mesh = Mesh2d(meshes.add(Circle::new(1.0)));
let material = MeshMaterial2d(materials.add(ColorMaterial::from_color(RED)));
let transform = Transform::default().with_scale(Vec3::splat(50.0));
commands.spawn((
Name::new("Depth: 1"),
transform,
mesh.clone(),
material.clone(),
ParallaxDepth(1.0),
Visibility::Inherited,
children![(Text2d("1.0".into()), Transform::from_xyz(0.0, 35.0, 0.0))],
));
commands.spawn((
Name::new("Depth: 2"),
transform,
mesh.clone(),
material.clone(),
ParallaxDepth(2.0),
Visibility::Inherited,
children![(Text2d("2.0".into()), Transform::from_xyz(0.0, 35.0, 0.0))],
));
commands.spawn((
Name::new("Depth: 4"),
transform,
mesh.clone(),
material.clone(),
ParallaxDepth(4.0),
Visibility::Inherited,
children![(Text2d("4.0".into()), Transform::from_xyz(0.0, 35.0, 0.0))],
));
commands.spawn((
Name::new("Depth: 8"),
transform,
mesh.clone(),
material.clone(),
ParallaxDepth(8.0),
Visibility::Inherited,
children![(Text2d("8.0".into()), Transform::from_xyz(0.0, 35.0, 0.0))],
));
}
fn move_camera(mut t: Single<&mut Transform, With<Camera2d>>, keys: Res<ButtonInput<KeyCode>>) {
if keys.pressed(KeyCode::ArrowLeft) {
t.translation.x -= 5.0;
} else if keys.pressed(KeyCode::ArrowRight) {
t.translation.x += 5.0;
}
if keys.pressed(KeyCode::ArrowDown) {
t.translation.y -= 5.0;
} else if keys.pressed(KeyCode::ArrowUp) {
t.translation.y += 5.0;
}
}
fn parallax_gizmos(mut gizmos: Gizmos, q: Query<&Transform, With<ParallaxDepth>>) {
// Closest to camera
// Parallax(1)
q.iter().for_each(|t| {
gizmos
.grid_2d(
t.translation.truncate(),
UVec2::new(5, 5),
Vec2::splat(10.),
RED,
)
.outer_edges();
});
}