Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/time/virtual_time.rs
6592 views
1
//! Shows how `Time<Virtual>` can be used to pause, resume, slow down
2
//! and speed up a game.
3
4
use std::time::Duration;
5
6
use bevy::{
7
color::palettes::css::*, input::common_conditions::input_just_pressed, prelude::*,
8
time::common_conditions::on_real_timer,
9
};
10
11
fn main() {
12
App::new()
13
.add_plugins(DefaultPlugins)
14
.add_systems(Startup, setup)
15
.add_systems(
16
Update,
17
(
18
move_virtual_time_sprites,
19
move_real_time_sprites,
20
toggle_pause.run_if(input_just_pressed(KeyCode::Space)),
21
change_time_speed::<1>.run_if(input_just_pressed(KeyCode::ArrowUp)),
22
change_time_speed::<-1>.run_if(input_just_pressed(KeyCode::ArrowDown)),
23
(update_virtual_time_info_text, update_real_time_info_text)
24
// update the texts on a timer to make them more readable
25
// `on_timer` run condition uses `Virtual` time meaning it's scaled
26
// and would result in the UI updating at different intervals based
27
// on `Time<Virtual>::relative_speed` and `Time<Virtual>::is_paused()`
28
.run_if(on_real_timer(Duration::from_millis(250))),
29
),
30
)
31
.run();
32
}
33
34
/// `Real` time related marker
35
#[derive(Component)]
36
struct RealTime;
37
38
/// `Virtual` time related marker
39
#[derive(Component)]
40
struct VirtualTime;
41
42
/// Setup the example
43
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMut<Time<Virtual>>) {
44
// start with double `Virtual` time resulting in one of the sprites moving at twice the speed
45
// of the other sprite which moves based on `Real` (unscaled) time
46
time.set_relative_speed(2.);
47
48
commands.spawn(Camera2d);
49
50
let virtual_color = GOLD.into();
51
let sprite_scale = Vec2::splat(0.5).extend(1.);
52
let texture_handle = asset_server.load("branding/icon.png");
53
54
// the sprite moving based on real time
55
commands.spawn((
56
Sprite::from_image(texture_handle.clone()),
57
Transform::from_scale(sprite_scale),
58
RealTime,
59
));
60
61
// the sprite moving based on virtual time
62
commands.spawn((
63
Sprite {
64
image: texture_handle,
65
color: virtual_color,
66
..Default::default()
67
},
68
Transform {
69
scale: sprite_scale,
70
translation: Vec3::new(0., -160., 0.),
71
..default()
72
},
73
VirtualTime,
74
));
75
76
// info UI
77
let font_size = 33.;
78
79
commands.spawn((
80
Node {
81
display: Display::Flex,
82
justify_content: JustifyContent::SpaceBetween,
83
width: percent(100),
84
position_type: PositionType::Absolute,
85
top: px(0),
86
padding: UiRect::all(px(20)),
87
..default()
88
},
89
children![
90
(
91
Text::default(),
92
TextFont {
93
font_size,
94
..default()
95
},
96
RealTime,
97
),
98
(
99
Text::new("CONTROLS\nUn/Pause: Space\nSpeed+: Up\nSpeed-: Down"),
100
TextFont {
101
font_size,
102
..default()
103
},
104
TextColor(Color::srgb(0.85, 0.85, 0.85)),
105
TextLayout::new_with_justify(Justify::Center),
106
),
107
(
108
Text::default(),
109
TextFont {
110
font_size,
111
..default()
112
},
113
TextColor(virtual_color),
114
TextLayout::new_with_justify(Justify::Right),
115
VirtualTime,
116
),
117
],
118
));
119
}
120
121
/// Move sprites using `Real` (unscaled) time
122
fn move_real_time_sprites(
123
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<RealTime>)>,
124
// `Real` time which is not scaled or paused
125
time: Res<Time<Real>>,
126
) {
127
for mut transform in sprite_query.iter_mut() {
128
// move roughly half the screen in a `Real` second
129
// when the time is scaled the speed is going to change
130
// and the sprite will stay still the time is paused
131
transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
132
}
133
}
134
135
/// Move sprites using `Virtual` (scaled) time
136
fn move_virtual_time_sprites(
137
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<VirtualTime>)>,
138
// the default `Time` is either `Time<Virtual>` in regular systems
139
// or `Time<Fixed>` in fixed timestep systems so `Time::delta()`,
140
// `Time::elapsed()` will return the appropriate values either way
141
time: Res<Time>,
142
) {
143
for mut transform in sprite_query.iter_mut() {
144
// move roughly half the screen in a `Virtual` second
145
// when time is scaled using `Time<Virtual>::set_relative_speed` it's going
146
// to move at a different pace and the sprite will stay still when time is
147
// `Time<Virtual>::is_paused()`
148
transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
149
}
150
}
151
152
fn get_sprite_translation_x(elapsed: f32) -> f32 {
153
ops::sin(elapsed) * 500.
154
}
155
156
/// Update the speed of `Time<Virtual>.` by `DELTA`
157
fn change_time_speed<const DELTA: i8>(mut time: ResMut<Time<Virtual>>) {
158
let time_speed = (time.relative_speed() + DELTA as f32)
159
.round()
160
.clamp(0.25, 5.);
161
162
// set the speed of the virtual time to speed it up or slow it down
163
time.set_relative_speed(time_speed);
164
}
165
166
/// pause or resume `Relative` time
167
fn toggle_pause(mut time: ResMut<Time<Virtual>>) {
168
if time.is_paused() {
169
time.unpause();
170
} else {
171
time.pause();
172
}
173
}
174
175
/// Update the `Real` time info text
176
fn update_real_time_info_text(time: Res<Time<Real>>, mut query: Query<&mut Text, With<RealTime>>) {
177
for mut text in &mut query {
178
**text = format!(
179
"REAL TIME\nElapsed: {:.1}\nDelta: {:.5}\n",
180
time.elapsed_secs(),
181
time.delta_secs(),
182
);
183
}
184
}
185
186
/// Update the `Virtual` time info text
187
fn update_virtual_time_info_text(
188
time: Res<Time<Virtual>>,
189
mut query: Query<&mut Text, With<VirtualTime>>,
190
) {
191
for mut text in &mut query {
192
**text = format!(
193
"VIRTUAL TIME\nElapsed: {:.1}\nDelta: {:.5}\nSpeed: {:.2}",
194
time.elapsed_secs(),
195
time.delta_secs(),
196
time.relative_speed()
197
);
198
}
199
}
200
201