use bevy::{color::palettes::css::*, prelude::*}; use bevy_inspector_egui::{bevy_egui::EguiPlugin, prelude::*, quick::ResourceInspectorPlugin}; use bevy_tweening::{lens::*, *}; mod utils; fn main() { App::default() .add_plugins(( DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { title: "UiPositionLens".to_string(), resolution: bevy::window::WindowResolution::new(1400, 600).into(), present_mode: bevy::window::PresentMode::Fifo, // vsync ..default() }), ..default() }), EguiPlugin::default(), ResourceInspectorPlugin::::new(), TweeningPlugin, )) .init_resource::() .register_type::() .add_systems(Update, utils::close_on_esc) .add_systems(Startup, setup) .add_systems(Update, update_animation_speed) .run(); } #[derive(Resource, Reflect, InspectorOptions)] #[reflect(InspectorOptions)] struct Options { #[inspector(min = 0.01, max = 100.)] speed: f64, } impl Default for Options { fn default() -> Self { Self { speed: 1. } } } fn setup(mut commands: Commands) { commands.spawn(Camera2d::default()); let size = 25.; let screen_x = 1400.; let screen_y = 600.; let offset_x = (screen_x - 30. * size) / 31. + size; let mut x = 10.; for ease_function in &[ EaseFunction::QuadraticIn, EaseFunction::QuadraticOut, EaseFunction::QuadraticInOut, EaseFunction::CubicIn, EaseFunction::CubicOut, EaseFunction::CubicInOut, EaseFunction::QuarticIn, EaseFunction::QuarticOut, EaseFunction::QuarticInOut, EaseFunction::QuinticIn, EaseFunction::QuinticOut, EaseFunction::QuinticInOut, EaseFunction::SineIn, EaseFunction::SineOut, EaseFunction::SineInOut, EaseFunction::CircularIn, EaseFunction::CircularOut, EaseFunction::CircularInOut, EaseFunction::ExponentialIn, EaseFunction::ExponentialOut, EaseFunction::ExponentialInOut, EaseFunction::ElasticIn, EaseFunction::ElasticOut, EaseFunction::ElasticInOut, EaseFunction::BackIn, EaseFunction::BackOut, EaseFunction::BackInOut, EaseFunction::BounceIn, EaseFunction::BounceOut, EaseFunction::BounceInOut, ] { let tween = Tween::new( *ease_function, std::time::Duration::from_secs(1), UiPositionLens { start: UiRect { left: Val::Px(x), top: Val::Px(10.), right: Val::Auto, bottom: Val::Auto, }, end: UiRect { left: Val::Px(x), top: Val::Px(screen_y - 10. - size), right: Val::Auto, bottom: Val::Auto, }, }, ) .with_repeat_count(RepeatCount::Infinite) .with_repeat_strategy(RepeatStrategy::MirroredRepeat); commands.spawn(( Node { width: Val::Px(size), height: Val::Px(size), left: Val::Px(x), top: Val::Px(10.), right: Val::Auto, bottom: Val::Auto, position_type: PositionType::Absolute, align_content: AlignContent::Center, align_items: AlignItems::Center, align_self: AlignSelf::Center, justify_content: JustifyContent::Center, ..default() }, BackgroundColor(RED.into()), // In this example we add the TweenAnim on the same Entity as the component being // animated (Node). Because of that, the target is implicitly a component on this // Entity, and we don't need to add an AnimTarget component. TweenAnim::new(tween), )); x += offset_x; } } fn update_animation_speed(options: Res, mut q_anims: Query<&mut TweenAnim>) { if !options.is_changed() { return; } for mut anim in &mut q_anims { anim.speed = options.speed; } }