use std::time::Duration;
use bevy::{
color::palettes::css::*, input::common_conditions::input_just_pressed, prelude::*,
time::common_conditions::on_real_timer,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
move_virtual_time_sprites,
move_real_time_sprites,
toggle_pause.run_if(input_just_pressed(KeyCode::Space)),
change_time_speed::<1>.run_if(input_just_pressed(KeyCode::ArrowUp)),
change_time_speed::<-1>.run_if(input_just_pressed(KeyCode::ArrowDown)),
(update_virtual_time_info_text, update_real_time_info_text)
.run_if(on_real_timer(Duration::from_millis(250))),
),
)
.run();
}
#[derive(Component)]
struct RealTime;
#[derive(Component)]
struct VirtualTime;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMut<Time<Virtual>>) {
time.set_relative_speed(2.);
commands.spawn(Camera2d);
let virtual_color = GOLD.into();
let sprite_scale = Vec2::splat(0.5).extend(1.);
let texture_handle = asset_server.load("branding/icon.png");
commands.spawn((
Sprite::from_image(texture_handle.clone()),
Transform::from_scale(sprite_scale),
RealTime,
));
commands.spawn((
Sprite {
image: texture_handle,
color: virtual_color,
..Default::default()
},
Transform {
scale: sprite_scale,
translation: Vec3::new(0., -160., 0.),
..default()
},
VirtualTime,
));
let font_size = 33.;
commands.spawn((
Node {
display: Display::Flex,
justify_content: JustifyContent::SpaceBetween,
width: percent(100),
position_type: PositionType::Absolute,
top: px(0),
padding: UiRect::all(px(20)),
..default()
},
children![
(
Text::default(),
TextFont {
font_size,
..default()
},
RealTime,
),
(
Text::new("CONTROLS\nUn/Pause: Space\nSpeed+: Up\nSpeed-: Down"),
TextFont {
font_size,
..default()
},
TextColor(Color::srgb(0.85, 0.85, 0.85)),
TextLayout::new_with_justify(Justify::Center),
),
(
Text::default(),
TextFont {
font_size,
..default()
},
TextColor(virtual_color),
TextLayout::new_with_justify(Justify::Right),
VirtualTime,
),
],
));
}
fn move_real_time_sprites(
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<RealTime>)>,
time: Res<Time<Real>>,
) {
for mut transform in sprite_query.iter_mut() {
transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
}
}
fn move_virtual_time_sprites(
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<VirtualTime>)>,
time: Res<Time>,
) {
for mut transform in sprite_query.iter_mut() {
transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
}
}
fn get_sprite_translation_x(elapsed: f32) -> f32 {
ops::sin(elapsed) * 500.
}
fn change_time_speed<const DELTA: i8>(mut time: ResMut<Time<Virtual>>) {
let time_speed = (time.relative_speed() + DELTA as f32)
.round()
.clamp(0.25, 5.);
time.set_relative_speed(time_speed);
}
fn toggle_pause(mut time: ResMut<Time<Virtual>>) {
if time.is_paused() {
time.unpause();
} else {
time.pause();
}
}
fn update_real_time_info_text(time: Res<Time<Real>>, mut query: Query<&mut Text, With<RealTime>>) {
for mut text in &mut query {
**text = format!(
"REAL TIME\nElapsed: {:.1}\nDelta: {:.5}\n",
time.elapsed_secs(),
time.delta_secs(),
);
}
}
fn update_virtual_time_info_text(
time: Res<Time<Virtual>>,
mut query: Query<&mut Text, With<VirtualTime>>,
) {
for mut text in &mut query {
**text = format!(
"VIRTUAL TIME\nElapsed: {:.1}\nDelta: {:.5}\nSpeed: {:.2}",
time.elapsed_secs(),
time.delta_secs(),
time.relative_speed()
);
}
}