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
龚子亦4 小时前
【Unity开发】热更新学习——HybridCLR框架
学习·unity·游戏引擎·热更新
IMPYLH4 小时前
Lua 的 OS(操作系统) 模块
开发语言·笔记·后端·游戏引擎·lua
Zhangzy@5 小时前
pip安装Transformers / tokenizers 报错(Failed building wheel for tokenizers)
rust·pip
君莫愁。8 小时前
【Unity】相机与UI的自适应
ui·unity·c#·游戏引擎
feiduoge17 小时前
教程 44 - 相机系统
windows·游戏引擎·图形渲染
雷中听风19 小时前
使用字节的源安装rust
开发语言·后端·rust
feiduoge1 天前
教程 43 - 渲染目标和可配置渲染通道
windows·游戏引擎·图形渲染
简单点好不好1 天前
2025-简单点-从0开始学Rust-更新
rust
DoomGT1 天前
Audio - UE5中的音效播放重启问题
游戏·ue5·游戏引擎·虚幻·虚幻引擎
一线灵1 天前
Axmol 开发环境快速搭建指南 (新)
游戏引擎