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text2d.rs
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text2d.rs
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//! Shows text rendering with moving, rotating and scaling text.
//!
//! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
//!
//! For an example on how to render text as part of a user interface, independent from the world
//! viewport, you may want to look at `games/contributors.rs` or `ui/text.rs`.
use bevy::{
prelude::*,
sprite::Anchor,
text::{BreakLineOn, Text2dBounds},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(animate_translation, animate_rotation, animate_scale),
)
.run();
}
#[derive(Component)]
struct AnimateTranslation;
#[derive(Component)]
struct AnimateRotation;
#[derive(Component)]
struct AnimateScale;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
let text_style = TextStyle {
font: font.clone(),
font_size: 60.0,
color: Color::WHITE,
};
let text_justification = JustifyText::Center;
// 2d camera
commands.spawn(Camera2dBundle::default());
// Demonstrate changing translation
commands.spawn((
Text2dBundle {
text: Text::from_section("translation", text_style.clone())
.with_justify(text_justification),
..default()
},
AnimateTranslation,
));
// Demonstrate changing rotation
commands.spawn((
Text2dBundle {
text: Text::from_section("rotation", text_style.clone())
.with_justify(text_justification),
..default()
},
AnimateRotation,
));
// Demonstrate changing scale
commands.spawn((
Text2dBundle {
text: Text::from_section("scale", text_style).with_justify(text_justification),
transform: Transform::from_translation(Vec3::new(400.0, 0.0, 0.0)),
..default()
},
AnimateScale,
));
// Demonstrate text wrapping
let slightly_smaller_text_style = TextStyle {
font,
font_size: 42.0,
color: Color::WHITE,
};
let box_size = Vec2::new(300.0, 200.0);
let box_position = Vec2::new(0.0, -250.0);
commands
.spawn(SpriteBundle {
sprite: Sprite {
color: Color::rgb(0.25, 0.25, 0.75),
custom_size: Some(Vec2::new(box_size.x, box_size.y)),
..default()
},
transform: Transform::from_translation(box_position.extend(0.0)),
..default()
})
.with_children(|builder| {
builder.spawn(Text2dBundle {
text: Text {
sections: vec![TextSection::new(
"this text wraps in the box\n(Unicode linebreaks)",
slightly_smaller_text_style.clone(),
)],
justify: JustifyText::Left,
linebreak_behavior: BreakLineOn::WordBoundary,
},
text_2d_bounds: Text2dBounds {
// Wrap text in the rectangle
size: box_size,
},
// ensure the text is drawn on top of the box
transform: Transform::from_translation(Vec3::Z),
..default()
});
});
let other_box_size = Vec2::new(300.0, 200.0);
let other_box_position = Vec2::new(320.0, -250.0);
commands
.spawn(SpriteBundle {
sprite: Sprite {
color: Color::rgb(0.20, 0.3, 0.70),
custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
..default()
},
transform: Transform::from_translation(other_box_position.extend(0.0)),
..default()
})
.with_children(|builder| {
builder.spawn(Text2dBundle {
text: Text {
sections: vec![TextSection::new(
"this text wraps in the box\n(AnyCharacter linebreaks)",
slightly_smaller_text_style.clone(),
)],
justify: JustifyText::Left,
linebreak_behavior: BreakLineOn::AnyCharacter,
},
text_2d_bounds: Text2dBounds {
// Wrap text in the rectangle
size: other_box_size,
},
// ensure the text is drawn on top of the box
transform: Transform::from_translation(Vec3::Z),
..default()
});
});
for (text_anchor, color) in [
(Anchor::TopLeft, Color::RED),
(Anchor::TopRight, Color::GREEN),
(Anchor::BottomRight, Color::BLUE),
(Anchor::BottomLeft, Color::YELLOW),
] {
commands.spawn(Text2dBundle {
text: Text {
sections: vec![TextSection::new(
format!(" Anchor::{text_anchor:?} "),
TextStyle {
color,
..slightly_smaller_text_style.clone()
},
)],
..Default::default()
},
transform: Transform::from_translation(250. * Vec3::Y),
text_anchor,
..default()
});
}
}
fn animate_translation(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
) {
for mut transform in &mut query {
transform.translation.x = 100.0 * time.elapsed_seconds().sin() - 400.0;
transform.translation.y = 100.0 * time.elapsed_seconds().cos();
}
}
fn animate_rotation(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
) {
for mut transform in &mut query {
transform.rotation = Quat::from_rotation_z(time.elapsed_seconds().cos());
}
}
fn animate_scale(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
) {
// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
// rendered quad, resulting in a pixellated look.
for mut transform in &mut query {
let scale = (time.elapsed_seconds().sin() + 1.1) * 2.0;
transform.scale.x = scale;
transform.scale.y = scale;
}
}