//! Demonstrates rotating sprites to face the cursor. use bevy::prelude::*; use std::f32::consts::FRAC_PI_2; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .add_systems(FixedUpdate, player_movement_system) .run(); } /// Player component #[derive(Component)] struct Player; /// Add the game's entities to our world and create an orthographic camera for 2D rendering. /// /// The Bevy coordinate system is the same for 2D and 3D, in terms of 2D this means that: /// /// * `X` axis goes from left to right (`+X` points right) /// * `Y` axis goes from bottom to top (`+Y` point up) /// * `Z` axis goes from far to near (`+Z` points towards you, out of the screen) /// /// The world origin in this case is at the center of the screen, but the camera could /// move in which case the world origin would not be the center of the screen fn setup(mut commands: Commands, asset_server: Res) { let ship_handle = asset_server.load("textures/simplespace/ship_C.png"); commands.spawn(Camera2d); // Player controlled ship commands.spawn((Sprite::from_image(ship_handle), Player)); } /// Demonstrates applying rotation and movement based on keyboard input. fn player_movement_system( mut player: Single<&mut Transform, With>, camera_query: Single<(&Camera, &GlobalTransform)>, window: Single<&Window>, ) { let (camera, camera_transform) = *camera_query; if let Some(cursor_position) = window.cursor_position() // Calculate a world position based on the cursor's position. && let Ok(cursor_world_pos) = camera.viewport_to_world_2d(camera_transform, cursor_position) { // The angle an entity needs to rotate to face a point is defined // by the vector between the two points (Vec2 - Vec2), which we can then // turn into radians using to_angle. // // FRAC_PI_2 is because our sprite's ship is facing "up" so we rotate it an additional 90 degrees // so that it faces the cursor. player.rotation = Quat::from_rotation_z( (cursor_world_pos - player.translation.xy()).to_angle() - FRAC_PI_2, ); } }