use bevy::{core_pipeline::bloom::Bloom, prelude::*};
const PLAYER_SPEED: f32 = 100.;
const CAMERA_DECAY_RATE: f32 = 2.;
#[derive(Component)]
struct Player;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup_scene, setup_instructions, setup_camera))
.add_systems(Update, (move_player, update_camera).chain())
.run();
}
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn((
Mesh2d(meshes.add(Rectangle::new(1000., 700.))),
MeshMaterial2d(materials.add(Color::srgb(0.2, 0.2, 0.3))),
));
commands.spawn((
Player,
Mesh2d(meshes.add(Circle::new(25.))),
MeshMaterial2d(materials.add(Color::srgb(6.25, 9.4, 9.1))), Transform::from_xyz(0., 0., 2.),
));
}
fn setup_instructions(mut commands: Commands) {
commands.spawn((
Text::new("Move the light with WASD.\nThe camera will smoothly track the light."),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn setup_camera(mut commands: Commands) {
commands.spawn((
Camera2d,
Camera {
hdr: true, ..default()
},
Bloom::NATURAL,
));
}
fn update_camera(
mut camera: Query<&mut Transform, (With<Camera2d>, Without<Player>)>,
player: Query<&Transform, (With<Player>, Without<Camera2d>)>,
time: Res<Time>,
) {
let Ok(mut camera) = camera.get_single_mut() else {
return;
};
let Ok(player) = player.get_single() else {
return;
};
let Vec3 { x, y, .. } = player.translation;
let direction = Vec3::new(x, y, camera.translation.z);
camera
.translation
.smooth_nudge(&direction, CAMERA_DECAY_RATE, time.delta_secs());
}
fn move_player(
mut player: Query<&mut Transform, With<Player>>,
time: Res<Time>,
kb_input: Res<ButtonInput<KeyCode>>,
) {
let Ok(mut player) = player.get_single_mut() else {
return;
};
let mut direction = Vec2::ZERO;
if kb_input.pressed(KeyCode::KeyW) {
direction.y += 1.;
}
if kb_input.pressed(KeyCode::KeyS) {
direction.y -= 1.;
}
if kb_input.pressed(KeyCode::KeyA) {
direction.x -= 1.;
}
if kb_input.pressed(KeyCode::KeyD) {
direction.x += 1.;
}
let move_delta = direction.normalize_or_zero() * PLAYER_SPEED * time.delta_secs();
player.translation += move_delta.extend(0.);
}