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Update to bevy 0.15 #318

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1,640 changes: 1,032 additions & 608 deletions Cargo.lock

Large diffs are not rendered by default.

2 changes: 1 addition & 1 deletion Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ edition = "2021"
license = "MIT OR Apache-2.0 OR CC0-1.0"

[dependencies]
bevy = { version = "0.14", features = ["wayland"] }
bevy = { version = "0.15", features = ["wayland"] }
rand = "0.8"
# Compile low-severity logs out of native builds for performance.
log = { version = "0.4", features = [
Expand Down
2 changes: 1 addition & 1 deletion Cargo.toml.template
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ version = "0.1.0"
edition = "2021"

[dependencies]
bevy = { version = "0.14", features = ["wayland"] }
bevy = { version = "0.15", features = ["wayland"] }
rand = "0.8"
# Compile low-severity logs out of native builds for performance.
log = { version = "0.4", features = [
Expand Down
9 changes: 5 additions & 4 deletions docs/design.md
Original file line number Diff line number Diff line change
Expand Up @@ -179,7 +179,7 @@ You can also mix the dynamic and static approach according to your needs.
### Pattern

Spawn a game object by using a custom command. Inside the command,
run the spawning code with `world.run_system_once` or `world.run_system_once_with`:
run the spawning code with `world.run_system_cached` or `world.run_system_cached_with`:

```rust
// monster.rs
Expand All @@ -192,7 +192,7 @@ pub struct SpawnMonster {

impl Command for SpawnMonster {
fn apply(self, world: &mut World) {
world.run_system_once_with(self, spawn_monster);
let _ = world.run_system_cached_with(spawn_monster, self);
}
}

Expand All @@ -203,7 +203,8 @@ fn spawn_monster(
commands.spawn((
Name::new("Monster"),
Health::new(spawn_monster.health),
SpatialBundle::from_transform(spawn_monster.transform),
spawn_monster.transform,
Visibility::default(),
// other components
));
}
Expand All @@ -215,7 +216,7 @@ And then to use a spawn command, add it to `Commands`:
// dangerous_forest.rs

fn spawn_forest_goblin(mut commands: Commands) {
commands.add(SpawnMonster {
commands.queue(SpawnMonster {
health: 100,
transform: Transform::from_xyz(10.0, 0.0, 0.0),
});
Expand Down
13 changes: 7 additions & 6 deletions src/demo/animation.rs
Original file line number Diff line number Diff line change
Expand Up @@ -60,8 +60,11 @@ fn update_animation_timer(time: Res<Time>, mut query: Query<&mut PlayerAnimation
}

/// Update the texture atlas to reflect changes in the animation.
fn update_animation_atlas(mut query: Query<(&PlayerAnimation, &mut TextureAtlas)>) {
for (animation, mut atlas) in &mut query {
fn update_animation_atlas(mut query: Query<(&PlayerAnimation, &mut Sprite)>) {
for (animation, mut sprite) in &mut query {
let Some(atlas) = sprite.texture_atlas.as_mut() else {
continue;
};
if animation.changed() {
atlas.index = animation.get_atlas_index();
}
Expand All @@ -83,10 +86,8 @@ fn trigger_step_sound_effect(
let rng = &mut rand::thread_rng();
let random_step = player_assets.steps.choose(rng).unwrap();
commands.spawn((
AudioBundle {
source: random_step.clone(),
settings: PlaybackSettings::DESPAWN,
},
AudioPlayer(random_step.clone()),
PlaybackSettings::DESPAWN,
SoundEffect,
));
}
Expand Down
2 changes: 1 addition & 1 deletion src/demo/movement.rs
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@ fn apply_movement(
) {
for (controller, mut transform) in &mut movement_query {
let velocity = controller.max_speed * controller.intent;
transform.translation += velocity.extend(0.0) * time.delta_seconds();
transform.translation += velocity.extend(0.0) * time.delta_secs();
}
}

Expand Down
22 changes: 11 additions & 11 deletions src/demo/player.rs
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,9 @@
//! for other characters as well.

use bevy::{
ecs::{system::RunSystemOnce as _, world::Command},
ecs::world::Command,
image::{ImageLoaderSettings, ImageSampler},
prelude::*,
render::texture::{ImageLoaderSettings, ImageSampler},
};

use crate::{
Expand Down Expand Up @@ -42,7 +42,7 @@ pub struct SpawnPlayer {

impl Command for SpawnPlayer {
fn apply(self, world: &mut World) {
world.run_system_once_with(self, spawn_player);
let _ = world.run_system_cached_with(spawn_player, self);
}
}

Expand All @@ -64,15 +64,15 @@ fn spawn_player(
commands.spawn((
Name::new("Player"),
Player,
SpriteBundle {
texture: player_assets.ducky.clone(),
transform: Transform::from_scale(Vec2::splat(8.0).extend(1.0)),
..Default::default()
},
TextureAtlas {
layout: texture_atlas_layout.clone(),
index: player_animation.get_atlas_index(),
Sprite {
image: player_assets.ducky.clone(),
texture_atlas: Some(TextureAtlas {
layout: texture_atlas_layout.clone(),
index: player_animation.get_atlas_index(),
}),
..default()
},
Transform::from_scale(Vec2::splat(8.0).extend(1.0)),
MovementController {
max_speed: config.max_speed,
..default()
Expand Down
2 changes: 1 addition & 1 deletion src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -84,7 +84,7 @@ enum AppSet {
fn spawn_camera(mut commands: Commands) {
commands.spawn((
Name::new("Camera"),
Camera2dBundle::default(),
Camera2d,
// Render all UI to this camera.
// Not strictly necessary since we only use one camera,
// but if we don't use this component, our UI will disappear as soon
Expand Down
2 changes: 1 addition & 1 deletion src/lib.rs.template
Original file line number Diff line number Diff line change
Expand Up @@ -84,7 +84,7 @@ enum AppSet {
fn spawn_camera(mut commands: Commands) {
commands.spawn((
Name::new("Camera"),
Camera2dBundle::default(),
Camera2d,
// Render all UI to this camera.
// Not strictly necessary since we only use one camera,
// but if we don't use this component, our UI will disappear as soon
Expand Down
6 changes: 2 additions & 4 deletions src/screens/credits.rs
Original file line number Diff line number Diff line change
Expand Up @@ -56,10 +56,8 @@ fn play_credits_music(mut commands: Commands, mut music: ResMut<CreditsMusic>) {
music.entity = Some(
commands
.spawn((
AudioBundle {
source: music.music.clone(),
settings: PlaybackSettings::LOOP,
},
AudioPlayer(music.music.clone()),
PlaybackSettings::LOOP,
Music,
))
.id(),
Expand Down
10 changes: 4 additions & 6 deletions src/screens/gameplay.rs
Original file line number Diff line number Diff line change
Expand Up @@ -17,12 +17,12 @@ pub(super) fn plugin(app: &mut App) {
app.add_systems(
Update,
return_to_title_screen
.run_if(in_state(Screen::Gameplay).and_then(input_just_pressed(KeyCode::Escape))),
.run_if(in_state(Screen::Gameplay).and(input_just_pressed(KeyCode::Escape))),
);
}

fn spawn_level(mut commands: Commands) {
commands.add(spawn_level_command);
commands.queue(spawn_level_command);
}

#[derive(Resource, Asset, Reflect, Clone)]
Expand All @@ -46,10 +46,8 @@ fn play_gameplay_music(mut commands: Commands, mut music: ResMut<GameplayMusic>)
music.entity = Some(
commands
.spawn((
AudioBundle {
source: music.handle.clone(),
settings: PlaybackSettings::LOOP,
},
AudioPlayer(music.handle.clone()),
PlaybackSettings::LOOP,
Music,
))
.id(),
Expand Down
4 changes: 2 additions & 2 deletions src/screens/loading.rs
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ pub(super) fn plugin(app: &mut App) {

app.add_systems(
Update,
continue_to_title_screen.run_if(in_state(Screen::Loading).and_then(all_assets_loaded)),
continue_to_title_screen.run_if(in_state(Screen::Loading).and(all_assets_loaded)),
);
}

Expand All @@ -23,7 +23,7 @@ fn spawn_loading_screen(mut commands: Commands) {
.ui_root()
.insert(StateScoped(Screen::Loading))
.with_children(|children| {
children.label("Loading...").insert(Style {
children.label("Loading...").insert(Node {
justify_content: JustifyContent::Center,
..default()
});
Expand Down
45 changes: 21 additions & 24 deletions src/screens/splash.rs
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
//! A splash screen that plays briefly at startup.

use bevy::{
image::{ImageLoaderSettings, ImageSampler},
input::common_conditions::input_just_pressed,
prelude::*,
render::texture::{ImageLoaderSettings, ImageSampler},
};

use crate::{screens::Screen, theme::prelude::*, AppSet};
Expand Down Expand Up @@ -40,7 +40,7 @@ pub(super) fn plugin(app: &mut App) {
app.add_systems(
Update,
continue_to_loading_screen
.run_if(input_just_pressed(KeyCode::Escape).and_then(in_state(Screen::Splash))),
.run_if(input_just_pressed(KeyCode::Escape).and(in_state(Screen::Splash))),
);
}

Expand All @@ -59,25 +59,22 @@ fn spawn_splash_screen(mut commands: Commands, asset_server: Res<AssetServer>) {
.with_children(|children| {
children.spawn((
Name::new("Splash image"),
ImageBundle {
style: Style {
margin: UiRect::all(Val::Auto),
width: Val::Percent(70.0),
..default()
},
image: UiImage::new(asset_server.load_with_settings(
// This should be an embedded asset for instant loading, but that is
// currently [broken on Windows Wasm builds](https://github.com/bevyengine/bevy/issues/14246).
"images/splash.png",
|settings: &mut ImageLoaderSettings| {
// Make an exception for the splash image in case
// `ImagePlugin::default_nearest()` is used for pixel art.
settings.sampler = ImageSampler::linear();
},
)),
Node {
margin: UiRect::all(Val::Auto),
width: Val::Percent(70.0),
..default()
},
UiImageFadeInOut {
ImageNode::new(asset_server.load_with_settings(
// This should be an embedded asset for instant loading, but that is
// currently [broken on Windows Wasm builds](https://github.com/bevyengine/bevy/issues/14246).
"images/splash.png",
|settings: &mut ImageLoaderSettings| {
// Make an exception for the splash image in case
// `ImagePlugin::default_nearest()` is used for pixel art.
settings.sampler = ImageSampler::linear();
},
)),
ImageNodeFadeInOut {
total_duration: SPLASH_DURATION_SECS,
fade_duration: SPLASH_FADE_DURATION_SECS,
t: 0.0,
Expand All @@ -88,7 +85,7 @@ fn spawn_splash_screen(mut commands: Commands, asset_server: Res<AssetServer>) {

#[derive(Component, Reflect)]
#[reflect(Component)]
struct UiImageFadeInOut {
struct ImageNodeFadeInOut {
/// Total duration in seconds.
total_duration: f32,
/// Fade duration in seconds.
Expand All @@ -97,7 +94,7 @@ struct UiImageFadeInOut {
t: f32,
}

impl UiImageFadeInOut {
impl ImageNodeFadeInOut {
fn alpha(&self) -> f32 {
// Normalize by duration.
let t = (self.t / self.total_duration).clamp(0.0, 1.0);
Expand All @@ -108,13 +105,13 @@ impl UiImageFadeInOut {
}
}

fn tick_fade_in_out(time: Res<Time>, mut animation_query: Query<&mut UiImageFadeInOut>) {
fn tick_fade_in_out(time: Res<Time>, mut animation_query: Query<&mut ImageNodeFadeInOut>) {
for mut anim in &mut animation_query {
anim.t += time.delta_seconds();
anim.t += time.delta_secs();
}
}

fn apply_fade_in_out(mut animation_query: Query<(&UiImageFadeInOut, &mut UiImage)>) {
fn apply_fade_in_out(mut animation_query: Query<(&ImageNodeFadeInOut, &mut ImageNode)>) {
for (anim, mut image) in &mut animation_query {
image.color.set_alpha(anim.alpha())
}
Expand Down
8 changes: 1 addition & 7 deletions src/theme/interaction.rs
Original file line number Diff line number Diff line change
Expand Up @@ -93,12 +93,6 @@ fn trigger_interaction_sound_effect(
Interaction::Pressed => interaction_assets.press.clone(),
_ => continue,
};
commands.spawn((
AudioBundle {
source,
settings: PlaybackSettings::DESPAWN,
},
SoundEffect,
));
commands.spawn((AudioPlayer(source), PlaybackSettings::DESPAWN, SoundEffect));
}
}
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