//! This example shows how to use the events-based trauma API //! //! Any `TraumaEvent`s sent will be applied to all cameras with the Shake //! component on it. use bevy::prelude::*; use bevy_trauma_shake::prelude::*; use rand::prelude::random; fn main() { App::new() .add_plugins((DefaultPlugins, TraumaPlugin)) .add_systems(Startup, setup) .add_systems(Update, shake) .run(); } fn setup(mut commands: Commands) { // Simply add a `Shake` component to your camera commands.spawn((Camera2dBundle::default(), Shake::default())); // generate some tiles to look at let n = 20; let spacing = 50.; let offset = spacing * n as f32 / 2.; let custom_size = Some(Vec2::new(spacing, spacing)); for x in 0..n { for y in 0..n { let x = x as f32 * spacing - offset; let y = y as f32 * spacing - offset; let color = Color::hsl(240., random::() * 0.3, random::() * 0.3); commands.spawn(SpriteBundle { sprite: Sprite { color, custom_size, ..default() }, transform: Transform::from_xyz(x, y, 0.), ..default() }); } } } fn shake(mut trauma: EventWriter, keys: Res>) { if keys.just_pressed(KeyCode::Digit1) { info!("Adding small trauma"); trauma.send(0.2.into()); } if keys.just_pressed(KeyCode::Digit2) { info!("Adding medium trauma"); trauma.send(TraumaEvent(0.5)); } if keys.pressed(KeyCode::Digit3) { info!("Sustaining max trauma"); trauma.send(TraumaEvent::MAX); } }