Adjust code for Bevy 0.14 -> 0.16 upgrade
Now the program builds again.
This commit is contained in:
@@ -1,4 +1,4 @@
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle};
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use bevy::prelude::*;
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use bevy_spatial::{
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use bevy_spatial::{
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kdtree::KDTree2, AutomaticUpdate, SpatialAccess, SpatialStructure, TransformMode,
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kdtree::KDTree2, AutomaticUpdate, SpatialAccess, SpatialStructure, TransformMode,
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};
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};
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@@ -76,7 +76,7 @@ impl BoidBundle {
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}
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}
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fn spawn_camera(mut commands: Commands) {
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fn spawn_camera(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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commands.spawn(Camera2d);
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}
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}
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fn spawn_boids(
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fn spawn_boids(
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@@ -90,26 +90,17 @@ fn spawn_boids(
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let vel = Vec3::new(frac.cos() * 1.0, frac.sin() * 1.0, 0.0) * 10.0;
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let vel = Vec3::new(frac.cos() * 1.0, frac.sin() * 1.0, 0.0) * 10.0;
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commands.spawn((
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commands.spawn((
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BoidBundle::new(vel),
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BoidBundle::new(vel),
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MaterialMesh2dBundle {
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Mesh2d(meshes.add(Circle::default())),
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mesh: meshes.add(Circle::default()).into(),
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MeshMaterial2d(materials.add(Color::srgb(1.0, 1.0, 1.0))),
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material: materials.add(Color::srgb(1.0, 1.0, 1.0)),
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Transform::from_translation(vel * 20.0),
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transform: Transform {
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translation: vel * 20.0,
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..default()
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},
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..default()
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},
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));
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));
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}
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}
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commands.spawn((
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commands.spawn((
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BoidBundle::new(Vec3::new(0.0, 0.0, 0.0)),
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BoidBundle::new(Vec3::new(0.0, 0.0, 0.0)),
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PlayerBoid,
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PlayerBoid,
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MaterialMesh2dBundle {
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Mesh2d(meshes.add(Triangle2d::default())),
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mesh: meshes.add(Triangle2d::default()).into(),
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MeshMaterial2d(materials.add(PLAYERBOID_COLOR)),
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material: materials.add(PLAYERBOID_COLOR),
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..default()
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},
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));
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));
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}
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}
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@@ -124,7 +115,7 @@ fn turn_if_edge(
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mut query: Query<(&mut Transform, &mut Velocity), With<Boid>>,
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mut query: Query<(&mut Transform, &mut Velocity), With<Boid>>,
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window: Query<&Window>,
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window: Query<&Window>,
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) {
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) {
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if let Ok(window) = window.get_single() {
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if let Ok(window) = window.single() {
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let (width, height) = (window.resolution.width(), window.resolution.height());
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let (width, height) = (window.resolution.width(), window.resolution.height());
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for (transform, mut velocity) in &mut query {
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for (transform, mut velocity) in &mut query {
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let boid_pos = transform.translation.xy();
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let boid_pos = transform.translation.xy();
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@@ -147,9 +138,9 @@ fn turn_if_edge(
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fn apply_velocity(mut query: Query<(&mut Transform, &Velocity, &mut Force)>, time: Res<Time>) {
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fn apply_velocity(mut query: Query<(&mut Transform, &Velocity, &mut Force)>, time: Res<Time>) {
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for (mut transform, velocity, mut acceleration) in &mut query {
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for (mut transform, velocity, mut acceleration) in &mut query {
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let delta_v = **acceleration * time.delta_seconds();
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let delta_v = **acceleration * time.delta_secs();
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**acceleration = Vec3::ZERO;
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**acceleration = Vec3::ZERO;
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let delta_position = (**velocity + delta_v) * time.delta_seconds();
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let delta_position = (**velocity + delta_v) * time.delta_secs();
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transform.translation += delta_position;
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transform.translation += delta_position;
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}
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}
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}
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}
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@@ -163,7 +154,9 @@ fn check_keyboard(
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app_exit_events.send(bevy::app::AppExit::Success);
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app_exit_events.send(bevy::app::AppExit::Success);
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}
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}
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let mut pvelocity = query.single_mut();
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let mut pvelocity = query
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.single_mut()
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.expect("[birdoids_plugin::check_keyboard()] ->> There seems to be more than one player... How did that happen?");
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let mut dir = Vec2::ZERO;
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let mut dir = Vec2::ZERO;
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if keyboard_input.pressed(KeyCode::ArrowLeft) {
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if keyboard_input.pressed(KeyCode::ArrowLeft) {
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dir.x -= 1.0;
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dir.x -= 1.0;
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@@ -1,4 +1,4 @@
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use bevy::{prelude::*, sprite::MaterialMesh2dBundle, window::PrimaryWindow};
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy_spatial::{kdtree::KDTree2, SpatialAccess};
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use bevy_spatial::{kdtree::KDTree2, SpatialAccess};
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use crate::birdoids_plugin::{
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use crate::birdoids_plugin::{
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@@ -22,13 +22,10 @@ fn setup(
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) {
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) {
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commands.spawn((
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commands.spawn((
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ScannerWidget::default(),
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ScannerWidget::default(),
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MaterialMesh2dBundle {
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Mesh2d(meshes
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mesh: meshes
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.add(Annulus::new(SCANRADIUS - 1.0, SCANRADIUS))
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.add(Annulus::new(SCANRADIUS - 1.0, SCANRADIUS))
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.into(),
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),
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material: materials.add(Color::srgb(0.0, 0.0, 0.0)),
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MeshMaterial2d(materials.add(Color::srgb(0.0, 0.0, 0.0))),
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..default()
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},
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));
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));
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}
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}
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