Bevy的一些窗口设置

Bevy的一些窗口设置

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。

0. 运行环境

运行环境如下:

  • Rust版本:1.72.0
  • Bevy版本:0.11.3

所用Cargo.toml如下:

toml 复制代码
[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:

rust 复制代码
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();
    }
}

1. 背景色设置

Bevy中背景色是通过添加bevy::prelude::ClearColor资源的方式设置的。

官网文档

ClearColor文档链接:https://docs.rs/bevy/latest/bevy/prelude/struct.ClearColor.html

rust 复制代码
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。

代码示例

rust 复制代码
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();
}

2. 分辨率、标题、窗口按钮、锁定窗口尺寸设置

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。

官网文档

Window结构体文档链接:https://docs.rs/bevy/latest/bevy/window/struct.Window.html

rust 复制代码
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.

代码示例

rust 复制代码
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();
}

3. 帧率设置

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

使用方法

  1. Cargo.toml中加入依赖:
toml 复制代码
[package]
name = "bevy-test"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.11.3"
bevy_framepace = "0.13.3"
  1. 加入插件
rust 复制代码
app.add_plugin(bevy_framepace::FramepacePlugin);
  1. 设置帧率
rust 复制代码
pub fn set_frame_rate(mut settings: ResMut<bevy_framepace::FramepaceSettings>,){
    use bevy_framepace::Limiter;
    settings.limiter = Limiter::from_framerate(30.0);
}

完整代码示例

rust 复制代码
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);
}

参考链接

  1. 【中字】Bevy 0.8入门教程-基本3D场景_哔哩哔哩_bilibili
  2. 0.8 to 0.9
  3. Window in bevy::window - Rust
相关推荐
爱的叹息10 小时前
解决 Dart Sass 的旧 JS API 弃用警告 的详细步骤和解决方案
javascript·rust·sass
工藤新一¹12 小时前
C++/SDL进阶游戏开发 —— 双人塔防游戏(代号:村庄保卫战 13)
c++·游戏·游戏引擎·毕业设计·sdl·c++游戏开发·渲染库
虾球xz13 小时前
游戏引擎学习第247天:简化DEBUG_VALUE
c++·学习·游戏引擎
Python私教16 小时前
Rust:安全与性能兼得的现代系统编程语言
java·安全·rust
小赖同学啊16 小时前
Unity 和 Unreal Engine(UE) 两大主流游戏引擎的核心使用方法
unity·游戏引擎·虚幻
CF14年老兵16 小时前
当 JavaScript 遇上 Rust/Go:一场 “速度诱惑” 下的生态保卫战
前端·javascript·rust
工藤新一¹17 小时前
C++/SDL 进阶游戏开发 —— 双人塔防(代号:村庄保卫战 14)
开发语言·c++·游戏引擎·游戏开发·sdl·实践项目
AgilityBaby17 小时前
unity Animation学习,精准控制模型动画播放
学习·3d·unity·游戏引擎
小赖同学啊17 小时前
Unreal Engine 实现智慧水库周边环境以及智慧社区模拟的实例
人工智能·游戏引擎·虚幻
虾球xz19 小时前
游戏引擎学习第248天:清理数据块显示
c++·学习·游戏引擎