记录了Bevy中窗口背景色、分辨率、标题、是否保留窗口按钮、是否锁定窗口尺寸、帧率的设置。
运行环境如下:
所用Cargo.toml如下:
[package]
name = "bevy-test"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.11.3"
以下代码基于的基本代码如下:
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, spawn_camera)
.add_systems(Startup, spawn_player)
.run();
}
#[derive(Component)]
pub struct Player {}
/* 在屏幕中心创建2D摄像机 */
pub fn spawn_camera(mut commands: Commands, window_query: Query<&Window, With<PrimaryWindow>>) {
let window = window_query.get_single().unwrap();
commands.spawn(Camera2dBundle {
transform: Transform::from_xyz(window.width() / 2.0, window.height() / 2.0, 0.0),
..default()
});
}
/* 在屏幕中心创建玩家(方块) */
pub fn spawn_player(
mut commands: Commands,
window_query: Query<&Window, With<PrimaryWindow>>
) {
let window = window_query.get_single().unwrap();
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: Color::rgb(0.0, 1.0, 1.0),
custom_size: Some(Vec2::new(50.0, 50.0)),
..default()
},
transform: Transform::from_xyz(window.width() / 2.0, window.height() / 2.0, 0.0),
..default()
},
Player {},
));
}
/* 玩家移动 */
pub fn player_movement(
keyboard_input: Res<Input<KeyCode>>,
mut player_query: Query<&mut Transform, With<Player>>,
time: Res<Time>,
) {
if let Ok(mut transform) = player_query.get_single_mut() {
let mut direction = Vec3::ZERO;
if keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A) {
direction += Vec3::new(-1.0, 0.0, 0.0);
}
if keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D) {
direction += Vec3::new(1.0, 0.0, 0.0);
}
if keyboard_input.pressed(KeyCode::Up) || keyboard_input.pressed(KeyCode::W) {
direction += Vec3::new(0.0, 1.0, 0.0);
}
if keyboard_input.pressed(KeyCode::Down) || keyboard_input.pressed(KeyCode::S) {
direction += Vec3::new(0.0, -1.0, 0.0);
}
if direction.length() > 0.0 {
direction = direction.normalize();
}
transform.translation += direction * 500.0 * time.delta_seconds();
}
}
Bevy中背景色是通过添加bevy::prelude::ClearColor
资源的方式设置的。
ClearColor
文档链接:https://docs.rs/bevy/latest/bevy/prelude/struct.ClearColor.html
pub struct ClearColor(pub Color);
A Resource that stores the color that is used to clear the screen between frames.
This color appears as the “background” color for simple apps, when there are portions of the screen with nothing rendered.
翻译:
一种资源,用于储存在两帧之间填充屏幕的颜色。
当屏幕的某些部分没有任何渲染时,此颜色显示为简单应用程序的“背景”颜色。
fn main() {
App::new()
/* 设置背景色 */
.insert_resource(ClearColor(Color::rgb(0.0, 0.8, 0.0)))
.add_plugins(DefaultPlugins)
.add_systems(Startup, spawn_camera)
.add_systems(Startup, spawn_player)
.run();
}
Bevy中分辨率、标题、窗口按钮、锁定窗口尺寸设置是通过设置默认插件(DefaultPlugins
)中的WindowPlugin
来实现的。
注意:在Bevy 0.8及以前分辨率等设置是通过WindowDescriptor
来实现的,从0.9版本改为通过设置WindowPlugin
来实现。
Window
结构体文档链接:https://docs.rs/bevy/latest/bevy/window/struct.Window.html
pub struct Window {
pub cursor: Cursor,
pub present_mode: PresentMode,
pub mode: WindowMode,
pub position: WindowPosition,
pub resolution: WindowResolution,
pub title: String,
pub composite_alpha_mode: CompositeAlphaMode,
pub resize_constraints: WindowResizeConstraints,
pub resizable: bool,
pub decorations: bool,
pub transparent: bool,
pub focused: bool,
pub window_level: WindowLevel,
pub canvas: Option<String>,
pub fit_canvas_to_parent: bool,
pub prevent_default_event_handling: bool,
pub internal: InternalWindowState,
pub ime_enabled: bool,
pub ime_position: Vec2,
pub window_theme: Option<WindowTheme>,
}
The defining Component for window entities, storing information about how it should appear and behave.
Each window corresponds to an entity, and is uniquely identified by the value of their Entity. When the Window component is added to an entity, a new window will be opened. When it is removed or the entity is despawned, the window will close.
This component is synchronized with winit through bevy_winit: it will reflect the current state of the window and can be modified to change this state.
fn main() {
App::new()
.insert_resource(ClearColor(Color::rgb(0.0, 0.8, 0.0)))
/* 窗口设置 */
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "A Cool Title".into(),
resolution: (800., 600.).into(),
resizable: true,
decorations: true,
..default()
}),
..default()
}))
.add_systems(Startup, spawn_camera)
.add_systems(Startup, spawn_player)
.run();
}
目前官网似乎没有提供设置帧率的方法,但有一个名为bevy_framepace
的crate可以实现设置帧率的功能。
链接:https://github.com/aevyrie/bevy_framepace
和Bevy的版本对应关系:
bevy | bevy_framepace |
---|---|
0.11 | 0.13 |
0.10 | 0.12 |
0.9 | 0.7, 0.8, 0.9, 0.10, 0.11 |
0.8 | 0.5, 0.6 |
Cargo.toml
中加入依赖:[package]
name = "bevy-test"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.11.3"
bevy_framepace = "0.13.3"
app.add_plugin(bevy_framepace::FramepacePlugin);
pub fn set_frame_rate(mut settings: ResMut<bevy_framepace::FramepaceSettings>,){
use bevy_framepace::Limiter;
settings.limiter = Limiter::from_framerate(30.0);
}
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
fn main() {
App::new()
.insert_resource(ClearColor(Color::rgb(0.0, 0.8, 0.0)))
/* 窗口设置 */
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "A Cool Title".into(),
resolution: (800., 600.).into(),
resizable: true,
decorations: true,
..default()
}),
..default()
}))
.add_plugins(bevy_framepace::FramepacePlugin)
.add_systems(Startup, spawn_camera)
.add_systems(Startup, spawn_player)
.add_systems(Startup, set_frame_rate)
.add_systems(Update, player_movement)
.run();
}
#[derive(Component)]
pub struct Player {}
/* 在屏幕中心创建2D摄像机 */
pub fn spawn_camera(mut commands: Commands, window_query: Query<&Window, With<PrimaryWindow>>) {
let window = window_query.get_single().unwrap();
commands.spawn(Camera2dBundle {
transform: Transform::from_xyz(window.width() / 2.0, window.height() / 2.0, 0.0),
..default()
});
}
/* 在屏幕中心创建玩家(方块) */
pub fn spawn_player(
mut commands: Commands,
window_query: Query<&Window, With<PrimaryWindow>>
) {
let window = window_query.get_single().unwrap();
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: Color::rgb(0.0, 1.0, 1.0),
custom_size: Some(Vec2::new(50.0, 50.0)),
..default()
},
transform: Transform::from_xyz(window.width() / 2.0, window.height() / 2.0, 0.0),
..default()
},
Player {},
));
}
/* 玩家移动 */
pub fn player_movement(
keyboard_input: Res<Input<KeyCode>>,
mut player_query: Query<&mut Transform, With<Player>>,
time: Res<Time>,
) {
if let Ok(mut transform) = player_query.get_single_mut() {
let mut direction = Vec3::ZERO;
if keyboard_input.pressed(KeyCode::Left) || keyboard_input.pressed(KeyCode::A) {
direction += Vec3::new(-1.0, 0.0, 0.0);
}
if keyboard_input.pressed(KeyCode::Right) || keyboard_input.pressed(KeyCode::D) {
direction += Vec3::new(1.0, 0.0, 0.0);
}
if keyboard_input.pressed(KeyCode::Up) || keyboard_input.pressed(KeyCode::W) {
direction += Vec3::new(0.0, 1.0, 0.0);
}
if keyboard_input.pressed(KeyCode::Down) || keyboard_input.pressed(KeyCode::S) {
direction += Vec3::new(0.0, -1.0, 0.0);
}
if direction.length() > 0.0 {
direction = direction.normalize();
}
transform.translation += direction * 500.0 * time.delta_seconds();
}
}
/* 设置帧率 */
pub fn set_frame_rate(mut settings: ResMut<bevy_framepace::FramepaceSettings>,){
use bevy_framepace::Limiter;
settings.limiter = Limiter::from_framerate(30.0);
}