bvy

Crates.iobvy
lib.rsbvy
version0.7.0
sourcesrc
created_at2022-06-04 04:30:56.459168
updated_at2022-06-04 04:30:56.459168
descriptionJust when you thought Bevy couldn't get more ergonomic, Bvy shows up to change the game.
homepage
repositoryhttps://github.com/cart/bvy
max_upload_size
id599548
size16,376
Carter Anderson (cart)

documentation

README

Just when you thought Bevy couldn't get more ergonomic, Bvy shows up to change the game. Is this a joke? You decide. Does it work? You can bet your Ass(etServer) it does. Bvy shortens core Bevy ECS and some engine type names to a ... lets just say opinionated ... degree. This is implemented with type aliases, which means this is 100% compatible with bevy types and plugins. The author of this crate does not actually endorse using this crate over the actual bevy crate. Sometimes we just build things because we can.

use bvy::*;

fn main() {
    App::new()
        .add_system(movement)
        .run();
}

fn setup(mut com: Com, ass: Ass) {
    com.spawn_bundle(OrthographicCamera::new_2d())
    com.spawn_bundle(SpriteBundle {
        texture: ass.load("player.png"),
        ..default()
    })
}

fn movement(time: R<Time>, mut transforms: Q<&mut Transform>) {
    for mut t in transforms.iter_mut() {
        t.translation.x += time.delta_seconds() * 10.0;
    }
}

Changes

  • bevy::prelude::* -> bvy::*
  • Query<&Transform> -> Q<&Transform>`
  • Res<Time> -> R<Time>
  • ResMut<Assets<Mesh>> -> Rm<Assets<Mesh>>
  • Commands -> Com
  • AssetServer -> Ass
  • Query<&Transform, With<Player>> -> Q<&Transform, W<Player>>
  • Query<&Transform, Without<Player>> -> Q<&Transform, Wo<Player>>
  • ParamSet<(Query<(&mut Transform, &Player)>, Query<&mut Transform>)> -> Ps<(Q<(&mut Transform, &Player)>, Q<&mut Transform>)>
  • EventWriter<AppExit> -> Ew<AppExit>
  • EventReader<AppExit> -> Er<AppExit>
Commit count: 6

cargo fmt