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Update game of life examples
1 parent 7b6a03e commit 2e83f2d

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2 files changed

+20
-26
lines changed

2 files changed

+20
-26
lines changed

examples/lua/game_of_life.rs

Lines changed: 10 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -86,18 +86,15 @@ pub fn setup(
8686

8787
let script_path = bevy_mod_scripting_lua::lua_path!("game_of_life");
8888

89-
commands.spawn(Camera2dBundle::default());
89+
commands.spawn(Camera2d);
9090
commands
91-
.spawn(SpriteBundle {
92-
texture: assets.add(image),
93-
sprite: Sprite {
94-
custom_size: Some(Vec2::new(
95-
settings.display_grid_dimensions.0 as f32,
96-
settings.display_grid_dimensions.1 as f32,
97-
)),
98-
color: Color::srgb(1.0, 0.388, 0.278), // TOMATO
99-
..Default::default()
100-
},
91+
.spawn(Sprite {
92+
image: assets.add(image),
93+
custom_size: Some(Vec2::new(
94+
settings.display_grid_dimensions.0 as f32,
95+
settings.display_grid_dimensions.1 as f32,
96+
)),
97+
color: Color::srgb(1.0, 0.388, 0.278), // TOMATO
10198
..Default::default()
10299
})
103100
.insert(LifeState {
@@ -156,11 +153,11 @@ pub fn sync_window_size(
156153
/// Runs after LifeState components are updated, updates their rendered representation
157154
pub fn update_rendered_state(
158155
mut assets: ResMut<Assets<Image>>,
159-
query: Query<(&LifeState, &Handle<Image>)>,
156+
query: Query<(&LifeState, &Sprite)>,
160157
) {
161158
for (new_state, old_rendered_state) in query.iter() {
162159
let old_rendered_state = assets
163-
.get_mut(old_rendered_state)
160+
.get_mut(&old_rendered_state.image)
164161
.expect("World is not setup correctly");
165162

166163
old_rendered_state.data = new_state.cells.clone();

examples/rhai/game_of_life.rs

Lines changed: 10 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -91,18 +91,15 @@ pub fn setup(
9191

9292
let script_path = "scripts/game_of_life.rhai";
9393

94-
commands.spawn(Camera2dBundle::default());
94+
commands.spawn(Camera2d);
9595
commands
96-
.spawn(SpriteBundle {
97-
texture: assets.add(image),
98-
sprite: Sprite {
99-
custom_size: Some(Vec2::new(
100-
settings.display_grid_dimensions.0 as f32,
101-
settings.display_grid_dimensions.1 as f32,
102-
)),
103-
color: Color::srgb(1.0, 0.388, 0.278), // TOMATO
104-
..Default::default()
105-
},
96+
.spawn(Sprite {
97+
image: assets.add(image),
98+
custom_size: Some(Vec2::new(
99+
settings.display_grid_dimensions.0 as f32,
100+
settings.display_grid_dimensions.1 as f32,
101+
)),
102+
color: Color::srgb(1.0, 0.388, 0.278), // TOMATO
106103
..Default::default()
107104
})
108105
.insert(LifeState {
@@ -161,11 +158,11 @@ pub fn sync_window_size(
161158
/// Runs after LifeState components are updated, updates their rendered representation
162159
pub fn update_rendered_state(
163160
mut assets: ResMut<Assets<Image>>,
164-
query: Query<(&LifeState, &Handle<Image>)>,
161+
query: Query<(&LifeState, &Sprite)>,
165162
) {
166163
for (new_state, old_rendered_state) in query.iter() {
167164
let old_rendered_state = assets
168-
.get_mut(old_rendered_state)
165+
.get_mut(&old_rendered_state.image)
169166
.expect("World is not setup correctly");
170167

171168
old_rendered_state.data = new_state.cells.clone();

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