Проектная работа - MVP

Создание нового проекта
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28 changed files with 6505 additions and 3 deletions
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/// Эксперименты в ходе прохождения туториала:
/// https://github.com/fogarecious/bevy_tutorial
use bevy::{prelude::*, winit::WinitSettings};
use tracing::Level;
fn main() {
App::new()
// .add_plugins(MinimalPlugins)
.add_plugins(
DefaultPlugins
.build()
.set(bevy::log::LogPlugin {
level: Level::INFO,
filter: "wgpu_hal=warn,bevy_learning=trace".to_string(),
// fmt_layer: |_| snake_game::define_log_layer(),
..Default::default()
})
.set(TaskPoolPlugin {
task_pool_options: TaskPoolOptions::with_num_threads(1),
}),
)
.insert_resource(WinitSettings::desktop_app())
.insert_resource(ClearColor(Color::srgb(0.3, 0.6, 0.8)))
.add_systems(Startup, setup)
.add_systems(PostStartup, (print_all_entities, inspect))
.run();
}
fn setup(mut commands: Commands, _window: Query<&Window>, _world: &World) {
let _window = _window.single().unwrap();
let _root = commands
.spawn((
Sprite::from_color(Color::srgb(1., 1., 1.), Vec2::new(100., 100.)),
Transform {
translation: vec3(0., 0., 0.),
// scale: Vec3::new(1., 1., 1.),
..Default::default()
},
))
.id();
let _red = commands
.spawn((
Sprite::from_color(Color::srgb(1., 0., 0.), Vec2::new(30., 30.)),
Transform {
translation: vec3(-20., 30., 0.),
..Default::default()
},
ChildOf(_root),
))
.id();
let _blue = commands
.spawn((
Sprite::from_color(Color::srgb(0., 0., 1.), Vec2::new(20., 20.)),
Transform {
translation: vec3(20., 30., 0.),
..Default::default()
},
ChildOf(_root),
))
.id();
commands.spawn(Camera2d);
}
fn print_all_entities(mut commands: Commands, query: Query<Entity>) {
for entity in query {
commands.entity(entity).log_components();
}
}
fn inspect(mut _commands: Commands, _query: Query<Entity>) {}
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use bevy::prelude::*;
fn main() {
App::new().add_plugins(DefaultPlugins).add_plugins(HelloPlugin).run();
}
#[derive(Component)]
struct Person;
#[derive(Component)]
struct Name(String);
#[derive(Resource)]
struct GreetTimer(Timer);
fn add_people(mut commands: Commands) {
commands.spawn((Person, Name("Elaina Proctor".to_string())));
commands.spawn((Person, Name("Renzo Hume".to_string())));
commands.spawn((Person, Name("Zaina Nieves".to_string())));
}
fn greet_people(time: Res<Time>, mut timer: ResMut<GreetTimer>, query: Query<&Name, With<Person>>) {
// update uor timer with the time elapsed since the last update
// if that causes the timer to finish, we say hello to everyone
if timer.0.tick(time.delta()).just_finished() {
for name in &query {
info!("hello {}!", name.0);
}
}
}
fn update_people(mut query: Query<&mut Name, With<Person>>) {
for mut name in &mut query {
if name.0 == "Elaina Proctor" {
name.0 = "Elaina Hume".to_string();
break; // We don't need to change any other names.
}
}
}
pub struct HelloPlugin;
impl Plugin for HelloPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(GreetTimer(Timer::from_seconds(2.0, TimerMode::Repeating)));
app.add_systems(Startup, add_people);
app.add_systems(Update, (update_people, greet_people).chain());
}
}
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//! Example of how to draw to a texture from the CPU.
//!
//! You can set the values of individual pixels to whatever you want.
//! Bevy provides user-friendly APIs that work with [`Color`]
//! values and automatically perform any necessary conversions and encoding
//! into the texture's native pixel format.
use bevy::asset::RenderAssetUsages;
use bevy::color::{color_difference::EuclideanDistance, palettes::css};
use bevy::prelude::*;
use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat};
use rand::{RngExt, SeedableRng};
use rand_chacha::ChaCha8Rng;
const IMAGE_WIDTH: u32 = 256;
const IMAGE_HEIGHT: u32 = 256;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// In this example, we will use a fixed timestep to draw a pattern on the screen
// one pixel at a time, so the pattern will gradually emerge over time, and
// the speed at which it appears is not tied to the framerate.
// Let's make the fixed update very fast, so it doesn't take too long. :)
.insert_resource(Time::<Fixed>::from_hz(1024.0))
.add_systems(Startup, setup)
.add_systems(FixedUpdate, draw)
.run();
}
/// Store the image handle that we will draw to, here.
#[derive(Resource)]
struct MyProcGenImage(Handle<Image>);
#[derive(Resource)]
struct SeededRng(ChaCha8Rng);
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
commands.spawn(Camera2d);
// Create an image that we are going to draw into
let mut image = Image::new_fill(
// 2D image of size 256x256
Extent3d {
width: IMAGE_WIDTH,
height: IMAGE_HEIGHT,
depth_or_array_layers: 1,
},
TextureDimension::D2,
// Initialize it with a beige color
&(css::BEIGE.to_u8_array()),
// Use the same encoding as the color we set
TextureFormat::Rgba8UnormSrgb,
RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
);
// To make it extra fancy, we can set the Alpha of each pixel,
// so that it fades out in a circular fashion.
for y in 0..IMAGE_HEIGHT {
for x in 0..IMAGE_WIDTH {
let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
let r = Vec2::new(x as f32, y as f32).distance(center);
let a = 1.0 - (r / max_radius).clamp(0.0, 1.0);
// Here we will set the A value by accessing the raw data bytes.
// (it is the 4th byte of each pixel, as per our `TextureFormat`)
// Find our pixel by its coordinates
let pixel_bytes = image.pixel_bytes_mut(UVec3::new(x, y, 0)).unwrap();
// Convert our f32 to u8
pixel_bytes[3] = (a * u8::MAX as f32) as u8;
}
}
// Add it to Bevy's assets, so it can be used for rendering
// this will give us a handle we can use
// (to display it in a sprite, or as part of UI, etc.)
let handle = images.add(image);
// Create a sprite entity using our image
commands.spawn(Sprite::from_image(handle.clone()));
commands.insert_resource(MyProcGenImage(handle));
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let seeded_rng = ChaCha8Rng::seed_from_u64(19878367467712);
commands.insert_resource(SeededRng(seeded_rng));
}
/// Every fixed update tick, draw one more pixel to make a spiral pattern
fn draw(
my_handle: Res<MyProcGenImage>,
mut images: ResMut<Assets<Image>>,
// Used to keep track of where we are
mut i: Local<u32>,
mut draw_color: Local<Color>,
mut seeded_rng: ResMut<SeededRng>,
) {
if *i == 0 {
// Generate a random color on first run.
*draw_color = Color::linear_rgb(seeded_rng.0.random(), seeded_rng.0.random(), seeded_rng.0.random());
}
// Get the image from Bevy's asset storage.
let image = images.get_mut(&my_handle.0).expect("Image not found");
// Compute the position of the pixel to draw.
let center = Vec2::new(IMAGE_WIDTH as f32 / 2.0, IMAGE_HEIGHT as f32 / 2.0);
let max_radius = IMAGE_HEIGHT.min(IMAGE_WIDTH) as f32 / 2.0;
let rot_speed = 0.0123;
let period = 0.12345;
let r = ops::sin(*i as f32 * period) * max_radius;
let xy = Vec2::from_angle(*i as f32 * rot_speed) * r + center;
let (x, y) = (xy.x as u32, xy.y as u32);
// Get the old color of that pixel.
let old_color = image.get_color_at(x, y).unwrap();
// If the old color is our current color, change our drawing color.
let tolerance = 1.0 / 255.0;
if old_color.distance(&draw_color) <= tolerance {
*draw_color = Color::linear_rgb(seeded_rng.0.random(), seeded_rng.0.random(), seeded_rng.0.random());
}
// Set the new color, but keep old alpha value from image.
image.set_color_at(x, y, draw_color.with_alpha(old_color.alpha())).unwrap();
*i += 1;
}
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use bevy::{
platform::collections::{HashMap, HashSet},
prelude::*,
};
use rand::{RngExt, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<SpatialIndex>()
.add_systems(Startup, setup)
.add_systems(Update, (draw_shapes, handle_click))
// Observers are systems that run when an event is "triggered". This observer runs whenever
// `ExplodeMines` is triggered.
.add_observer(
|explode_mines: On<ExplodeMines>, mines: Query<&Mine>, index: Res<SpatialIndex>, mut commands: Commands| {
// Access resources
for entity in index.get_nearby(explode_mines.pos) {
// Run queries
let mine = mines.get(entity).unwrap();
if mine.pos.distance(explode_mines.pos) < mine.size + explode_mines.radius {
// And queue commands, including triggering additional events
// Here we trigger the `Explode` event for entity `e`
commands.trigger(Explode { entity });
}
}
},
)
// This observer runs whenever the `Mine` component is added to an entity, and places it in a simple spatial index.
.add_observer(on_add_mine)
// This observer runs whenever the `Mine` component is removed from an entity (including despawning it)
// and removes it from the spatial index.
.add_observer(on_remove_mine)
.run();
}
#[derive(Component)]
struct Mine {
pos: Vec2,
size: f32,
}
impl Mine {
fn random(rand: &mut ChaCha8Rng) -> Self {
Mine {
pos: Vec2::new((rand.random::<f32>() - 0.5) * 1200.0, (rand.random::<f32>() - 0.5) * 600.0),
size: 4.0 + rand.random::<f32>() * 16.0,
}
}
}
/// This is a normal [`Event`]. Any observer that watches for it will run when it is triggered.
#[derive(Event)]
struct ExplodeMines {
pos: Vec2,
radius: f32,
}
/// An [`EntityEvent`] is a specialized type of [`Event`] that can target a specific entity. In addition to
/// running normal "top level" observers when it is triggered (which target _any_ entity that Explodes), it will
/// also run any observers that target the _specific_ entity for that event.
#[derive(EntityEvent)]
struct Explode {
entity: Entity,
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
commands.spawn((
Text::new(
"Click on a \"Mine\" to trigger it.\n\
When it explodes it will trigger all overlapping mines.",
),
Node {
position_type: PositionType::Absolute,
top: px(12),
left: px(12),
..default()
},
));
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
commands
.spawn(Mine::random(&mut rng))
// Observers can watch for events targeting a specific entity.
// This will create a new observer that runs whenever the Explode event
// is triggered for this spawned entity.
.observe(explode_mine);
// We want to spawn a bunch of mines. We could just call the code above for each of them.
// That would create a new observer instance for every Mine entity. Having duplicate observers
// generally isn't worth worrying about as the overhead is low. But if you want to be maximally efficient,
// you can reuse observers across entities.
//
// First, observers are actually just entities with the Observer component! The `observe()` functions
// you've seen so far in this example are just shorthand for manually spawning an observer.
let mut observer = Observer::new(explode_mine);
// As we spawn entities, we can make this observer watch each of them:
for _ in 0..1000 {
let entity = commands.spawn(Mine::random(&mut rng)).id();
observer.watch_entity(entity);
}
// By spawning the Observer component, it becomes active!
commands.spawn(observer);
}
fn on_add_mine(add: On<Add, Mine>, query: Query<&Mine>, mut index: ResMut<SpatialIndex>) {
let mine = query.get(add.entity).unwrap();
let tile = ((mine.pos.x / CELL_SIZE).floor() as i32, (mine.pos.y / CELL_SIZE).floor() as i32);
index.map.entry(tile).or_default().insert(add.entity);
}
// Remove despawned mines from our index
fn on_remove_mine(remove: On<Remove, Mine>, query: Query<&Mine>, mut index: ResMut<SpatialIndex>) {
let mine = query.get(remove.entity).unwrap();
let tile = ((mine.pos.x / CELL_SIZE).floor() as i32, (mine.pos.y / CELL_SIZE).floor() as i32);
index.map.entry(tile).and_modify(|set| {
set.remove(&remove.entity);
});
}
fn explode_mine(explode: On<Explode>, query: Query<&Mine>, mut commands: Commands) {
// Explode is an EntityEvent. `explode.entity` is the entity that Explode was triggered for.
let Ok(mut entity) = commands.get_entity(explode.entity) else {
return;
};
info!("Boom! {} exploded.", explode.entity);
entity.despawn();
let mine = query.get(explode.entity).unwrap();
// Trigger another explosion cascade.
commands.trigger(ExplodeMines {
pos: mine.pos,
radius: mine.size,
});
}
// Draw a circle for each mine using `Gizmos`
fn draw_shapes(mut gizmos: Gizmos, mines: Query<&Mine>) {
for mine in &mines {
gizmos.circle_2d(mine.pos, mine.size, Color::hsl((mine.size - 4.0) / 16.0 * 360.0, 1.0, 0.8));
}
}
// Trigger `ExplodeMines` at the position of a given click
fn handle_click(
mouse_button_input: Res<ButtonInput<MouseButton>>,
camera: Single<(&Camera, &GlobalTransform)>,
windows: Query<&Window>,
mut commands: Commands,
) {
let Ok(windows) = windows.single() else {
return;
};
let (camera, camera_transform) = *camera;
if let Some(pos) = windows
.cursor_position()
.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor).ok())
.map(|ray| ray.origin.truncate())
&& mouse_button_input.just_pressed(MouseButton::Left)
{
commands.trigger(ExplodeMines { pos, radius: 1.0 });
}
}
#[derive(Resource, Default)]
struct SpatialIndex {
map: HashMap<(i32, i32), HashSet<Entity>>,
}
/// Cell size has to be bigger than any `TriggerMine::radius`
const CELL_SIZE: f32 = 64.0;
impl SpatialIndex {
// Lookup all entities within adjacent cells of our spatial index
fn get_nearby(&self, pos: Vec2) -> Vec<Entity> {
let tile = ((pos.x / CELL_SIZE).floor() as i32, (pos.y / CELL_SIZE).floor() as i32);
let mut nearby = Vec::new();
for x in -1..2 {
for y in -1..2 {
if let Some(mines) = self.map.get(&(tile.0 + x, tile.1 + y)) {
nearby.extend(mines.iter());
}
}
}
nearby
}
}
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use bevy::math::bounding::{Aabb2d, BoundingCircle, BoundingVolume, IntersectsVolume};
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(ClearColor(Color::srgb(0.8, 0.8, 1.0)))
.add_systems(Startup, setup)
.add_systems(FixedUpdate, (move_paddle, apply_velocity, check_for_collisions))
.run();
}
const PADDLE_GAP_Y: f32 = 50.0;
const PADDLE_COLOR: Color = Color::srgb(0.5, 0.5, 1.0);
const PADDLE_SIZE: Vec2 = Vec2::new(120.0, 20.0);
const PADDLE_SPEED: f32 = 500.0;
const PADDLE_PADDING: f32 = 10.0;
const LEFT_WALL: f32 = -600.0;
const RIGHT_WALL: f32 = 600.0;
const BOTTOM_WALL: f32 = -300.0;
const TOP_WALL: f32 = 300.0;
const WALL_WIDTH: f32 = 20.0;
const BALL_START_POS: Vec2 = Vec2::new(0.0, -100.0);
const BALL_COLOR: Color = Color::srgb(0.2, 0.5, 0.2);
const BALL_DIAMETER: f32 = 20.0;
const INIT_BALL_SPEED: Vec2 = Vec2::new(100.0, 100.0);
#[derive(Component)]
struct Paddle;
#[derive(Component)]
struct Ball;
#[derive(Component)]
struct Collider;
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>, mut materials: ResMut<Assets<ColorMaterial>>) {
commands.spawn(Camera2d);
let paddle_y = BOTTOM_WALL + PADDLE_GAP_Y;
commands.spawn((
Sprite::from_color(PADDLE_COLOR, Vec2::ONE),
Transform {
translation: Vec3::new(0.0, paddle_y, 0.0),
scale: PADDLE_SIZE.extend(1.0),
..Default::default()
},
Paddle,
Collider,
));
commands.spawn((
Mesh2d(meshes.add(Circle::default())),
MeshMaterial2d(materials.add(BALL_COLOR)),
Transform {
translation: BALL_START_POS.extend(0.0),
scale: Vec3::splat(BALL_DIAMETER),
..Default::default()
},
Velocity(INIT_BALL_SPEED),
Ball,
));
commands.spawn(Wall::new(WallLocation::Left));
commands.spawn(Wall::new(WallLocation::Right));
commands.spawn(Wall::new(WallLocation::Top));
commands.spawn(Wall::new(WallLocation::Bottom));
}
fn move_paddle(input: Res<ButtonInput<KeyCode>>, time: Res<Time>, mut paddle_transform: Single<&mut Transform, With<Paddle>>) {
let direction = if input.pressed(KeyCode::ArrowLeft) {
-1.0
} else if input.pressed(KeyCode::ArrowRight) {
1.0
} else {
0.0
};
let new_pos = paddle_transform.translation.x + direction * PADDLE_SPEED * time.delta_secs();
const LEFT_BOUND: f32 = LEFT_WALL + WALL_WIDTH / 2.0 + PADDLE_SIZE.x / 2.0 + PADDLE_PADDING;
const RIGHT_BOUND: f32 = RIGHT_WALL - WALL_WIDTH / 2.0 - PADDLE_SIZE.x / 2.0 - PADDLE_PADDING;
paddle_transform.translation.x = new_pos.clamp(LEFT_BOUND, RIGHT_BOUND);
}
#[derive(Component, Deref, DerefMut)]
struct Velocity(Vec2);
fn apply_velocity(time: Res<Time>, mut query: Query<(&mut Transform, &Velocity)>) {
for (mut transform, velocity) in &mut query {
transform.translation += velocity.extend(0.0) * time.delta_secs();
}
}
fn check_for_collisions(ball_query: Single<(&mut Velocity, &Transform), With<Ball>>, collider_query: Query<&Transform, With<Collider>>) {
let (mut ball_velocity, ball_transform) = ball_query.into_inner();
for collider_transform in &collider_query {
let collision = ball_collision(
BoundingCircle::new(ball_transform.translation.truncate(), BALL_DIAMETER / 2.0),
Aabb2d::new(collider_transform.translation.truncate(), collider_transform.scale.truncate() / 2.0),
);
if let Some(collision) = collision {
let mut reflect_x = false;
let mut reflect_y = false;
match collision {
Collision::Left => reflect_x = ball_velocity.x > 0.0,
Collision::Right => reflect_x = ball_velocity.x < 0.0,
Collision::Top => reflect_y = ball_velocity.y < 0.0,
Collision::Bottom => reflect_y = ball_velocity.y > 0.0,
};
if reflect_x {
ball_velocity.x *= -1.0;
}
if reflect_y {
ball_velocity.y *= -1.0;
}
}
}
}
enum Collision {
Left,
Right,
Top,
Bottom,
}
fn ball_collision(circle: BoundingCircle, rect: Aabb2d) -> Option<Collision> {
if !circle.intersects(&rect) {
return None;
}
let closest = rect.closest_point(circle.center());
let offset = circle.center() - closest;
let side = if offset.x.abs() > offset.y.abs() {
if offset.x < 0.0 { Collision::Left } else { Collision::Right }
} else if offset.y > 0.0 {
Collision::Top
} else {
Collision::Bottom
};
Some(side)
}
#[derive(Component)]
#[require(Sprite, Transform)]
struct Wall;
impl Wall {
pub fn new(location: WallLocation) -> (Wall, Sprite, Transform, Collider) {
(
Wall,
Sprite::from_color(Color::srgb(1.0, 0.4, 0.4), Vec2::ONE),
Transform {
translation: location.position().extend(0.0),
scale: location.size().extend(1.0),
..Default::default()
},
Collider,
)
}
}
enum WallLocation {
Left,
Right,
Top,
Bottom,
}
impl WallLocation {
fn position(&self) -> Vec2 {
match self {
WallLocation::Left => Vec2::new(LEFT_WALL, 0.0),
WallLocation::Right => Vec2::new(RIGHT_WALL, 0.0),
WallLocation::Top => Vec2::new(0.0, TOP_WALL),
WallLocation::Bottom => Vec2::new(0.0, BOTTOM_WALL),
}
}
fn size(&self) -> Vec2 {
match self {
WallLocation::Left | WallLocation::Right => Vec2::new(WALL_WIDTH, TOP_WALL - BOTTOM_WALL),
WallLocation::Top | WallLocation::Bottom => Vec2::new(RIGHT_WALL - LEFT_WALL, WALL_WIDTH),
}
}
}
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use bevy::prelude::*;
fn main() {
App::new() //
.add_plugins(DefaultPlugins)
.add_systems(PreStartup, pre_startup)
.add_systems(Startup, (startup, setup))
.add_systems(PostStartup, post_startup)
.add_systems(First, first)
.add_systems(PreUpdate, pre_update)
.add_systems(Update, (update, check_space_pressed))
.add_systems(PostUpdate, post_update)
.run();
}
fn pre_startup() {
info!("PreStartup");
}
fn startup() {
info!("Startup");
}
fn post_startup() {
info!("PostStartup");
}
fn first() {
info!("First");
}
fn pre_update() {
info!("PreUpdate");
}
fn update() {
info!("Update");
}
fn post_update() {
info!("PostUpdate");
}
fn check_space_pressed(input: Res<ButtonInput<KeyCode>>, mut commands: Commands) {
if input.just_pressed(KeyCode::Space) {
commands.trigger(TestEvent0);
}
}
fn setup(mut commands: Commands) {
commands.spawn((Observer::new(test_event_0_handler),));
commands.spawn((Observer::new(test_event_1_handler),));
}
#[derive(Event, Debug)]
struct TestEvent0;
#[derive(Event, Debug)]
struct TestEvent1;
fn test_event_0_handler(event: On<TestEvent0>, mut commands: Commands) {
info!("handle {:?}", event.event());
commands.trigger(TestEvent1);
}
fn test_event_1_handler(event: On<TestEvent1>, mut commands: Commands) {
info!("handle {:?}", event.event());
commands.trigger(TestEvent0);
}
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//! An example that illustrates how Time is handled in ECS.
use bevy::{app::AppExit, prelude::*};
use std::{
io::{self, BufRead},
time::Duration,
};
fn banner() {
println!("This example is meant to intuitively demonstrate how Time works in Bevy.");
println!();
println!("Time will be printed in three different schedules in the app:");
println!("- PreUpdate: real time is printed");
println!("- FixedUpdate: fixed time step time is printed, may be run zero or multiple times");
println!("- Update: virtual game time is printed");
println!();
println!("Max delta time is set to 5 seconds. Fixed timestep is set to 1 second.");
println!();
}
fn help() {
println!("The app reads commands line-by-line from standard input.");
println!();
println!("Commands:");
println!(" empty line: Run app.update() once on the Bevy App");
println!(" q: Quit the app.");
println!(" f: Set speed to fast, 2x");
println!(" n: Set speed to normal, 1x");
println!(" s: Set speed to slow, 0.5x");
println!(" p: Pause");
println!(" u: Unpause");
}
fn runner(mut app: App) -> AppExit {
banner();
help();
let stdin = io::stdin();
for line in stdin.lock().lines() {
if let Err(err) = line {
println!("read err: {err:#}");
break;
}
match line.unwrap().as_str() {
"" => {
app.update();
}
"f" => {
println!("FAST: setting relative speed to 2x");
app.world_mut().resource_mut::<Time<Virtual>>().set_relative_speed(2.0);
}
"n" => {
println!("NORMAL: setting relative speed to 1x");
app.world_mut().resource_mut::<Time<Virtual>>().set_relative_speed(1.0);
}
"s" => {
println!("SLOW: setting relative speed to 0.5x");
app.world_mut().resource_mut::<Time<Virtual>>().set_relative_speed(0.5);
}
"p" => {
println!("PAUSE: pausing virtual clock");
app.world_mut().resource_mut::<Time<Virtual>>().pause();
}
"u" => {
println!("UNPAUSE: resuming virtual clock");
app.world_mut().resource_mut::<Time<Virtual>>().unpause();
}
"q" => {
println!("QUITTING!");
break;
}
_ => {
help();
}
}
}
AppExit::Success
}
fn print_real_time(time: Res<Time<Real>>) {
println!(
"PreUpdate: this is real time clock, delta is {:?} and elapsed is {:?}",
time.delta(),
time.elapsed()
);
}
fn print_fixed_time(time: Res<Time>) {
println!(
"FixedUpdate: this is generic time clock inside fixed, delta is {:?} and elapsed is {:?}",
time.delta(),
time.elapsed()
);
}
fn print_time(time: Res<Time>) {
println!(
"Update: this is generic time clock, delta is {:?} and elapsed is {:?}",
time.delta(),
time.elapsed()
);
}
fn main() {
App::new()
.add_plugins(MinimalPlugins)
.insert_resource(Time::<Virtual>::from_max_delta(Duration::from_secs(5)))
.insert_resource(Time::<Fixed>::from_duration(Duration::from_secs(1)))
.add_systems(PreUpdate, print_real_time)
.add_systems(FixedUpdate, print_fixed_time)
.add_systems(Update, print_time)
.set_runner(runner)
.run();
}