mirror of
https://github.com/bevyengine/bevy
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Migrate bevy_sprite to required components (#15489)
# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
This commit is contained in:
parent
219b5930f1
commit
7d40e3ec87
53 changed files with 456 additions and 676 deletions
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@ -77,8 +77,6 @@ use core::{any::TypeId, ptr::NonNull};
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/// Additionally, [Tuples](`tuple`) of bundles are also [`Bundle`] (with up to 15 bundles).
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/// These bundles contain the items of the 'inner' bundles.
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/// This is a convenient shorthand which is primarily used when spawning entities.
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/// For example, spawning an entity using the bundle `(SpriteBundle {...}, PlayerMarker)`
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/// will spawn an entity with components required for a 2d sprite, and the `PlayerMarker` component.
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///
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/// [`unit`], otherwise known as [`()`](`unit`), is a [`Bundle`] containing no components (since it
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/// can also be considered as the empty tuple).
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@ -1,3 +1,4 @@
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#![expect(deprecated)]
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use crate::Sprite;
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use bevy_asset::Handle;
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use bevy_ecs::bundle::Bundle;
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@ -16,6 +17,10 @@ use bevy_transform::components::{GlobalTransform, Transform};
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/// - [`ImageScaleMode`](crate::ImageScaleMode) to enable either slicing or tiling of the texture
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/// - [`TextureAtlas`](crate::TextureAtlas) to draw a specific section of the texture
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#[derive(Bundle, Clone, Debug, Default)]
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#[deprecated(
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since = "0.15.0",
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note = "Use the `Sprite` component instead. Inserting it will now also insert `Transform` and `Visibility` automatically."
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)]
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pub struct SpriteBundle {
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/// Specifies the rendering properties of the sprite, such as color tint and flip.
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pub sprite: Sprite,
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@ -185,9 +185,9 @@ pub fn calculate_bounds_2d(
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atlases: Res<Assets<TextureAtlasLayout>>,
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meshes_without_aabb: Query<(Entity, &Mesh2d), (Without<Aabb>, Without<NoFrustumCulling>)>,
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sprites_to_recalculate_aabb: Query<
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(Entity, &Sprite, &Handle<Image>, Option<&TextureAtlas>),
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(Entity, &Sprite),
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(
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Or<(Without<Aabb>, Changed<Sprite>, Changed<TextureAtlas>)>,
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Or<(Without<Aabb>, Changed<Sprite>)>,
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Without<NoFrustumCulling>,
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),
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>,
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@ -199,13 +199,13 @@ pub fn calculate_bounds_2d(
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}
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}
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}
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for (entity, sprite, texture_handle, atlas) in &sprites_to_recalculate_aabb {
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for (entity, sprite) in &sprites_to_recalculate_aabb {
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if let Some(size) = sprite
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.custom_size
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.or_else(|| sprite.rect.map(|rect| rect.size()))
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.or_else(|| match atlas {
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.or_else(|| match &sprite.texture_atlas {
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// We default to the texture size for regular sprites
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None => images.get(texture_handle).map(Image::size_f32),
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None => images.get(&sprite.image).map(Image::size_f32),
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// We default to the drawn rect for atlas sprites
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Some(atlas) => atlas
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.texture_rect(&atlases)
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@ -259,10 +259,7 @@ mod test {
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app.add_systems(Update, calculate_bounds_2d);
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// Add entities
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let entity = app
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.world_mut()
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.spawn((Sprite::default(), image_handle))
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.id();
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let entity = app.world_mut().spawn(Sprite::from_image(image_handle)).id();
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// Verify that the entity does not have an AABB
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assert!(!app
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@ -4,7 +4,7 @@
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use core::cmp::Reverse;
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use crate::{Sprite, TextureAtlas, TextureAtlasLayout};
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use crate::{Sprite, TextureAtlasLayout};
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use bevy_app::prelude::*;
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use bevy_asset::prelude::*;
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use bevy_ecs::prelude::*;
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@ -32,8 +32,6 @@ pub fn sprite_picking(
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sprite_query: Query<(
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Entity,
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&Sprite,
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Option<&TextureAtlas>,
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&Handle<Image>,
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&GlobalTransform,
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Option<&PickingBehavior>,
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&ViewVisibility,
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@ -42,9 +40,9 @@ pub fn sprite_picking(
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) {
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let mut sorted_sprites: Vec<_> = sprite_query
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.iter()
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.filter(|x| !x.4.affine().is_nan())
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.filter(|x| !x.2.affine().is_nan())
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.collect();
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sorted_sprites.sort_by_key(|x| Reverse(FloatOrd(x.4.translation().z)));
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sorted_sprites.sort_by_key(|x| Reverse(FloatOrd(x.2.translation().z)));
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let primary_window = primary_window.get_single().ok();
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@ -77,21 +75,20 @@ pub fn sprite_picking(
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.iter()
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.copied()
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.filter(|(.., visibility)| visibility.get())
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.filter_map(
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|(entity, sprite, atlas, image, sprite_transform, picking_behavior, ..)| {
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.filter_map(|(entity, sprite, sprite_transform, picking_behavior, ..)| {
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if blocked {
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return None;
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}
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// Hit box in sprite coordinate system
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let extents = match (sprite.custom_size, atlas) {
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let extents = match (sprite.custom_size, &sprite.texture_atlas) {
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(Some(custom_size), _) => custom_size,
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(None, None) => images.get(image)?.size().as_vec2(),
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(None, None) => images.get(&sprite.image)?.size().as_vec2(),
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(None, Some(atlas)) => texture_atlas_layout
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.get(&atlas.layout)
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.and_then(|layout| layout.textures.get(atlas.index))
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// Dropped atlas layouts and indexes out of bounds are rendered as a sprite
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.map_or(images.get(image)?.size().as_vec2(), |rect| {
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.map_or(images.get(&sprite.image)?.size().as_vec2(), |rect| {
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rect.size().as_vec2()
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}),
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};
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@ -101,8 +98,7 @@ pub fn sprite_picking(
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// Transform cursor line segment to sprite coordinate system
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let world_to_sprite = sprite_transform.affine().inverse();
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let cursor_start_sprite =
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world_to_sprite.transform_point3(cursor_ray_world.origin);
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let cursor_start_sprite = world_to_sprite.transform_point3(cursor_ray_world.origin);
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let cursor_end_sprite = world_to_sprite.transform_point3(cursor_ray_end);
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// Find where the cursor segment intersects the plane Z=0 (which is the sprite's
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@ -151,8 +147,7 @@ pub fn sprite_picking(
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),
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)
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})
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},
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)
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})
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.collect();
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let order = camera.order as f32;
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@ -1,10 +1,10 @@
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use core::ops::Range;
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use crate::{
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texture_atlas::{TextureAtlas, TextureAtlasLayout},
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ComputedTextureSlices, Sprite, WithSprite, SPRITE_SHADER_HANDLE,
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texture_atlas::TextureAtlasLayout, ComputedTextureSlices, Sprite, WithSprite,
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SPRITE_SHADER_HANDLE,
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};
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use bevy_asset::{AssetEvent, AssetId, Assets, Handle};
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use bevy_asset::{AssetEvent, AssetId, Assets};
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use bevy_color::{ColorToComponents, LinearRgba};
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use bevy_core_pipeline::{
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core_2d::{Transparent2d, CORE_2D_DEPTH_FORMAT},
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@ -377,15 +377,12 @@ pub fn extract_sprites(
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&ViewVisibility,
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&Sprite,
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&GlobalTransform,
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&Handle<Image>,
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Option<&TextureAtlas>,
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Option<&ComputedTextureSlices>,
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)>,
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>,
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) {
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extracted_sprites.sprites.clear();
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for (original_entity, entity, view_visibility, sprite, transform, handle, sheet, slices) in
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sprite_query.iter()
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for (original_entity, entity, view_visibility, sprite, transform, slices) in sprite_query.iter()
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{
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if !view_visibility.get() {
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continue;
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@ -394,12 +391,14 @@ pub fn extract_sprites(
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if let Some(slices) = slices {
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extracted_sprites.sprites.extend(
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slices
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.extract_sprites(transform, original_entity, sprite, handle)
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.extract_sprites(transform, original_entity, sprite)
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.map(|e| (commands.spawn(TemporaryRenderEntity).id(), e)),
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);
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} else {
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let atlas_rect =
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sheet.and_then(|s| s.texture_rect(&texture_atlases).map(|r| r.as_rect()));
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let atlas_rect = sprite
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.texture_atlas
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.as_ref()
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.and_then(|s| s.texture_rect(&texture_atlases).map(|r| r.as_rect()));
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let rect = match (atlas_rect, sprite.rect) {
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(None, None) => None,
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(None, Some(sprite_rect)) => Some(sprite_rect),
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@ -423,7 +422,7 @@ pub fn extract_sprites(
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custom_size: sprite.custom_size,
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flip_x: sprite.flip_x,
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flip_y: sprite.flip_y,
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image_handle_id: handle.id(),
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image_handle_id: sprite.image.id(),
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anchor: sprite.anchor.as_vec(),
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original_entity: Some(original_entity),
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},
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@ -1,16 +1,22 @@
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use bevy_asset::Handle;
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use bevy_color::Color;
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use bevy_ecs::{component::Component, reflect::ReflectComponent};
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use bevy_math::{Rect, Vec2};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::{sync_world::SyncToRenderWorld, texture::Image, view::Visibility};
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use bevy_transform::components::Transform;
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use crate::TextureSlicer;
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use crate::{TextureAtlas, TextureSlicer};
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/// Specifies the rendering properties of a sprite.
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///
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/// This is commonly used as a component within [`SpriteBundle`](crate::bundle::SpriteBundle).
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/// Describes a sprite to be rendered to a 2D camera
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#[derive(Component, Debug, Default, Clone, Reflect)]
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#[require(Transform, Visibility, SyncToRenderWorld)]
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#[reflect(Component, Default, Debug)]
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pub struct Sprite {
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/// The image used to render the sprite
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pub image: Handle<Image>,
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/// The (optional) texture atlas used to render the sprite
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pub texture_atlas: Option<TextureAtlas>,
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/// The sprite's color tint
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pub color: Color,
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/// Flip the sprite along the `X` axis
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/// of the sprite's image
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pub custom_size: Option<Vec2>,
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/// An optional rectangle representing the region of the sprite's image to render, instead of rendering
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/// the full image. This is an easy one-off alternative to using a [`TextureAtlas`](crate::TextureAtlas).
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/// the full image. This is an easy one-off alternative to using a [`TextureAtlas`].
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///
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/// When used with a [`TextureAtlas`](crate::TextureAtlas), the rect
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/// When used with a [`TextureAtlas`], the rect
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/// is offset by the atlas's minimal (top-left) corner position.
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pub rect: Option<Rect>,
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/// [`Anchor`] point of the sprite in the world
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..Default::default()
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}
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}
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/// Create a sprite from an image
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pub fn from_image(image: Handle<Image>) -> Self {
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Self {
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image,
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..Default::default()
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}
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}
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/// Create a sprite from an image, with an associated texture atlas
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pub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> Self {
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Self {
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image,
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texture_atlas: Some(atlas),
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..Default::default()
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}
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}
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/// Create a sprite from a solid color
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pub fn from_color(color: impl Into<Color>, size: Vec2) -> Self {
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Self {
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color: color.into(),
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custom_size: Some(size),
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..Default::default()
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}
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}
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}
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impl From<Handle<Image>> for Sprite {
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fn from(image: Handle<Image>) -> Self {
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Self::from_image(image)
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}
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}
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/// Controls how the image is altered when scaled.
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@ -58,7 +96,7 @@ pub enum ImageScaleMode {
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},
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}
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/// How a sprite is positioned relative to its [`Transform`](bevy_transform::components::Transform).
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/// How a sprite is positioned relative to its [`Transform`].
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/// It defaults to `Anchor::Center`.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Default, Reflect)]
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#[reflect(Component, Default, Debug, PartialEq)]
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|
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@ -190,10 +190,7 @@ impl<'a> TextureAtlasBuilder<'a> {
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/// let texture = textures.add(texture);
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/// let layout = layouts.add(atlas_layout);
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/// // Spawn your sprite
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/// commands.spawn((
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/// SpriteBundle { texture, ..Default::default() },
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/// TextureAtlas::from(layout),
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/// ));
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/// commands.spawn(Sprite::from_atlas_image(texture, TextureAtlas::from(layout)));
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/// }
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/// ```
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///
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@ -1,7 +1,7 @@
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use crate::{ExtractedSprite, ImageScaleMode, Sprite, TextureAtlas, TextureAtlasLayout};
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use crate::{ExtractedSprite, ImageScaleMode, Sprite, TextureAtlasLayout};
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use super::TextureSlice;
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_asset::{AssetEvent, Assets};
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use bevy_ecs::prelude::*;
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use bevy_math::{Rect, Vec2};
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use bevy_render::texture::Image;
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@ -29,7 +29,6 @@ impl ComputedTextureSlices {
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transform: &'a GlobalTransform,
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original_entity: Entity,
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sprite: &'a Sprite,
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handle: &'a Handle<Image>,
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) -> impl ExactSizeIterator<Item = ExtractedSprite> + 'a {
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let mut flip = Vec2::ONE;
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let [mut flip_x, mut flip_y] = [false; 2];
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@ -52,7 +51,7 @@ impl ComputedTextureSlices {
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custom_size: Some(slice.draw_size),
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flip_x,
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flip_y,
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image_handle_id: handle.id(),
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image_handle_id: sprite.image.id(),
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anchor: Self::redepend_anchor_from_sprite_to_slice(sprite, slice),
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}
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})
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@ -88,12 +87,10 @@ impl ComputedTextureSlices {
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fn compute_sprite_slices(
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sprite: &Sprite,
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scale_mode: &ImageScaleMode,
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image_handle: &Handle<Image>,
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images: &Assets<Image>,
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atlas: Option<&TextureAtlas>,
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atlas_layouts: &Assets<TextureAtlasLayout>,
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) -> Option<ComputedTextureSlices> {
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let (image_size, texture_rect) = match atlas {
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let (image_size, texture_rect) = match &sprite.texture_atlas {
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Some(a) => {
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let layout = atlas_layouts.get(&a.layout)?;
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(
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|
@ -102,7 +99,7 @@ fn compute_sprite_slices(
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)
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}
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None => {
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let image = images.get(image_handle)?;
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let image = images.get(&sprite.image)?;
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let size = Vec2::new(
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image.texture_descriptor.size.width as f32,
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image.texture_descriptor.size.height as f32,
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|
@ -139,13 +136,7 @@ pub(crate) fn compute_slices_on_asset_event(
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mut events: EventReader<AssetEvent<Image>>,
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images: Res<Assets<Image>>,
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atlas_layouts: Res<Assets<TextureAtlasLayout>>,
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sprites: Query<(
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Entity,
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&ImageScaleMode,
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&Sprite,
|
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&Handle<Image>,
|
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Option<&TextureAtlas>,
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)>,
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sprites: Query<(Entity, &ImageScaleMode, &Sprite)>,
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) {
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// We store the asset ids of added/modified image assets
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let added_handles: HashSet<_> = events
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|
@ -159,18 +150,11 @@ pub(crate) fn compute_slices_on_asset_event(
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return;
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}
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// We recompute the sprite slices for sprite entities with a matching asset handle id
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for (entity, scale_mode, sprite, image_handle, atlas) in &sprites {
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if !added_handles.contains(&image_handle.id()) {
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for (entity, scale_mode, sprite) in &sprites {
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if !added_handles.contains(&sprite.image.id()) {
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continue;
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}
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if let Some(slices) = compute_sprite_slices(
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sprite,
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scale_mode,
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image_handle,
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&images,
|
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atlas,
|
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&atlas_layouts,
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) {
|
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if let Some(slices) = compute_sprite_slices(sprite, scale_mode, &images, &atlas_layouts) {
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commands.entity(entity).insert(slices);
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}
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}
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|
@ -183,30 +167,12 @@ pub(crate) fn compute_slices_on_sprite_change(
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images: Res<Assets<Image>>,
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atlas_layouts: Res<Assets<TextureAtlasLayout>>,
|
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changed_sprites: Query<
|
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(
|
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Entity,
|
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&ImageScaleMode,
|
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&Sprite,
|
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&Handle<Image>,
|
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Option<&TextureAtlas>,
|
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),
|
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Or<(
|
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Changed<ImageScaleMode>,
|
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Changed<Handle<Image>>,
|
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Changed<Sprite>,
|
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Changed<TextureAtlas>,
|
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)>,
|
||||
(Entity, &ImageScaleMode, &Sprite),
|
||||
Or<(Changed<ImageScaleMode>, Changed<Sprite>)>,
|
||||
>,
|
||||
) {
|
||||
for (entity, scale_mode, sprite, image_handle, atlas) in &changed_sprites {
|
||||
if let Some(slices) = compute_sprite_slices(
|
||||
sprite,
|
||||
scale_mode,
|
||||
image_handle,
|
||||
&images,
|
||||
atlas,
|
||||
&atlas_layouts,
|
||||
) {
|
||||
for (entity, scale_mode, sprite) in &changed_sprites {
|
||||
if let Some(slices) = compute_sprite_slices(sprite, scale_mode, &images, &atlas_layouts) {
|
||||
commands.entity(entity).insert(slices);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -33,14 +33,11 @@ fn setup(
|
|||
));
|
||||
|
||||
// Sprite
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/bevy_bird_dark.png"),
|
||||
sprite: Sprite {
|
||||
commands.spawn(Sprite {
|
||||
image: asset_server.load("branding/bevy_bird_dark.png"),
|
||||
color: Color::srgb(5.0, 5.0, 5.0), // 4. Put something bright in a dark environment to see the effect
|
||||
custom_size: Some(Vec2::splat(160.0)),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
|
||||
// Circle mesh
|
||||
|
|
|
@ -78,11 +78,7 @@ fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
|
|||
let handle = images.add(image);
|
||||
|
||||
// create a sprite entity using our image
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: handle.clone(),
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
commands.spawn(Sprite::from_image(handle.clone()));
|
||||
commands.insert_resource(MyProcGenImage(handle));
|
||||
}
|
||||
|
||||
|
|
|
@ -19,11 +19,8 @@ enum Direction {
|
|||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
transform: Transform::from_xyz(100., 0., 0.),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(asset_server.load("branding/icon.png")),
|
||||
Transform::from_xyz(100., 0., 0.),
|
||||
Direction::Up,
|
||||
));
|
||||
}
|
||||
|
|
|
@ -52,22 +52,16 @@ struct Rotate;
|
|||
fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
// the sample sprite that will be rendered to the pixel-perfect canvas
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("pixel/bevy_pixel_dark.png"),
|
||||
transform: Transform::from_xyz(-40., 20., 2.),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(asset_server.load("pixel/bevy_pixel_dark.png")),
|
||||
Transform::from_xyz(-40., 20., 2.),
|
||||
Rotate,
|
||||
PIXEL_PERFECT_LAYERS,
|
||||
));
|
||||
|
||||
// the sample sprite that will be rendered to the high-res "outer world"
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("pixel/bevy_pixel_light.png"),
|
||||
transform: Transform::from_xyz(-40., -20., 2.),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(asset_server.load("pixel/bevy_pixel_light.png")),
|
||||
Transform::from_xyz(-40., -20., 2.),
|
||||
Rotate,
|
||||
HIGH_RES_LAYERS,
|
||||
));
|
||||
|
@ -132,14 +126,7 @@ fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
|
|||
));
|
||||
|
||||
// spawn the canvas
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: image_handle,
|
||||
..default()
|
||||
},
|
||||
Canvas,
|
||||
HIGH_RES_LAYERS,
|
||||
));
|
||||
commands.spawn((Sprite::from_image(image_handle), Canvas, HIGH_RES_LAYERS));
|
||||
|
||||
// the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
|
||||
// here, the canvas and one of the sample sprites will be rendered by this camera
|
||||
|
|
|
@ -62,10 +62,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
|
||||
// player controlled ship
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: ship_handle,
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(ship_handle),
|
||||
Player {
|
||||
movement_speed: 500.0, // meters per second
|
||||
rotation_speed: f32::to_radians(360.0), // degrees per second
|
||||
|
@ -74,39 +71,27 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
|
||||
// enemy that snaps to face the player spawns on the bottom and left
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: enemy_a_handle.clone(),
|
||||
transform: Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(enemy_a_handle.clone()),
|
||||
Transform::from_xyz(0.0 - horizontal_margin, 0.0, 0.0),
|
||||
SnapToPlayer,
|
||||
));
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: enemy_a_handle,
|
||||
transform: Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(enemy_a_handle),
|
||||
Transform::from_xyz(0.0, 0.0 - vertical_margin, 0.0),
|
||||
SnapToPlayer,
|
||||
));
|
||||
|
||||
// enemy that rotates to face the player enemy spawns on the top and right
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: enemy_b_handle.clone(),
|
||||
transform: Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(enemy_b_handle.clone()),
|
||||
Transform::from_xyz(0.0 + horizontal_margin, 0.0, 0.0),
|
||||
RotateToPlayer {
|
||||
rotation_speed: f32::to_radians(45.0), // degrees per second
|
||||
},
|
||||
));
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: enemy_b_handle,
|
||||
transform: Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(enemy_b_handle),
|
||||
Transform::from_xyz(0.0, 0.0 + vertical_margin, 0.0),
|
||||
RotateToPlayer {
|
||||
rotation_speed: f32::to_radians(90.0), // degrees per second
|
||||
},
|
||||
|
|
|
@ -11,8 +11,7 @@ fn main() {
|
|||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/bevy_bird_dark.png"),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_image(
|
||||
asset_server.load("branding/bevy_bird_dark.png"),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -56,16 +56,14 @@ impl AnimationConfig {
|
|||
|
||||
// This system loops through all the sprites in the `TextureAtlas`, from `first_sprite_index` to
|
||||
// `last_sprite_index` (both defined in `AnimationConfig`).
|
||||
fn execute_animations(
|
||||
time: Res<Time>,
|
||||
mut query: Query<(&mut AnimationConfig, &mut TextureAtlas)>,
|
||||
) {
|
||||
for (mut config, mut atlas) in &mut query {
|
||||
fn execute_animations(time: Res<Time>, mut query: Query<(&mut AnimationConfig, &mut Sprite)>) {
|
||||
for (mut config, mut sprite) in &mut query {
|
||||
// we track how long the current sprite has been displayed for
|
||||
config.frame_timer.tick(time.delta());
|
||||
|
||||
// If it has been displayed for the user-defined amount of time (fps)...
|
||||
if config.frame_timer.just_finished() {
|
||||
if let Some(atlas) = &mut sprite.texture_atlas {
|
||||
if atlas.index == config.last_sprite_index {
|
||||
// ...and it IS the last frame, then we move back to the first frame and stop.
|
||||
atlas.index = config.first_sprite_index;
|
||||
|
@ -78,6 +76,7 @@ fn execute_animations(
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
struct LeftSprite;
|
||||
|
@ -104,16 +103,15 @@ fn setup(
|
|||
|
||||
// create the first (left-hand) sprite
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform::from_scale(Vec3::splat(6.0))
|
||||
.with_translation(Vec3::new(-50.0, 0.0, 0.0)),
|
||||
texture: texture.clone(),
|
||||
..default()
|
||||
},
|
||||
TextureAtlas {
|
||||
Sprite {
|
||||
image: texture.clone(),
|
||||
texture_atlas: Some(TextureAtlas {
|
||||
layout: texture_atlas_layout.clone(),
|
||||
index: animation_config_1.first_sprite_index,
|
||||
}),
|
||||
..default()
|
||||
},
|
||||
Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(-50.0, 0.0, 0.0)),
|
||||
LeftSprite,
|
||||
animation_config_1,
|
||||
));
|
||||
|
@ -123,15 +121,13 @@ fn setup(
|
|||
|
||||
// create the second (right-hand) sprite
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform::from_scale(Vec3::splat(6.0))
|
||||
.with_translation(Vec3::new(50.0, 0.0, 0.0)),
|
||||
texture: texture.clone(),
|
||||
..default()
|
||||
},
|
||||
TextureAtlas {
|
||||
Sprite {
|
||||
image: texture.clone(),
|
||||
texture_atlas: Some(TextureAtlas {
|
||||
layout: texture_atlas_layout.clone(),
|
||||
index: animation_config_2.first_sprite_index,
|
||||
}),
|
||||
..Default::default()
|
||||
},
|
||||
RightSprite,
|
||||
animation_config_2,
|
||||
|
|
|
@ -11,15 +11,12 @@ fn main() {
|
|||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/bevy_bird_dark.png"),
|
||||
sprite: Sprite {
|
||||
commands.spawn(Sprite {
|
||||
image: asset_server.load("branding/bevy_bird_dark.png"),
|
||||
// Flip the logo to the left
|
||||
flip_x: true,
|
||||
// And don't flip it upside-down ( the default )
|
||||
flip_y: false,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
..Default::default()
|
||||
});
|
||||
}
|
||||
|
|
|
@ -22,11 +22,13 @@ struct AnimationTimer(Timer);
|
|||
|
||||
fn animate_sprite(
|
||||
time: Res<Time>,
|
||||
mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
|
||||
mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut Sprite)>,
|
||||
) {
|
||||
for (indices, mut timer, mut atlas) in &mut query {
|
||||
for (indices, mut timer, mut sprite) in &mut query {
|
||||
timer.tick(time.delta());
|
||||
|
||||
if timer.just_finished() {
|
||||
if let Some(atlas) = &mut sprite.texture_atlas {
|
||||
atlas.index = if atlas.index == indices.last {
|
||||
indices.first
|
||||
} else {
|
||||
|
@ -35,6 +37,7 @@ fn animate_sprite(
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn setup(
|
||||
mut commands: Commands,
|
||||
|
@ -48,15 +51,14 @@ fn setup(
|
|||
let animation_indices = AnimationIndices { first: 1, last: 6 };
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform::from_scale(Vec3::splat(6.0)),
|
||||
Sprite::from_atlas_image(
|
||||
texture,
|
||||
..default()
|
||||
},
|
||||
TextureAtlas {
|
||||
layout: texture_atlas_layout,
|
||||
index: animation_indices.first,
|
||||
},
|
||||
),
|
||||
Transform::from_scale(Vec3::splat(6.0)),
|
||||
animation_indices,
|
||||
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
|
||||
));
|
||||
|
|
|
@ -73,15 +73,14 @@ fn spawn_sprites(
|
|||
|
||||
for (label, text_style, size, scale_mode) in cases {
|
||||
position.x += 0.5 * size.x;
|
||||
let mut cmd = commands.spawn(SpriteBundle {
|
||||
transform: Transform::from_translation(position),
|
||||
texture: texture_handle.clone(),
|
||||
sprite: Sprite {
|
||||
let mut cmd = commands.spawn((
|
||||
Sprite {
|
||||
image: texture_handle.clone(),
|
||||
custom_size: Some(size),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
Transform::from_translation(position),
|
||||
));
|
||||
if let Some(scale_mode) = scale_mode {
|
||||
cmd.insert(scale_mode);
|
||||
}
|
||||
|
|
|
@ -27,10 +27,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
speed: 50.0,
|
||||
});
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(asset_server.load("branding/icon.png")),
|
||||
ImageScaleMode::Tiled {
|
||||
tile_x: true,
|
||||
tile_y: true,
|
||||
|
|
|
@ -79,15 +79,10 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
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::srgb(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()
|
||||
})
|
||||
.spawn((
|
||||
Sprite::from_color(Color::srgb(0.25, 0.25, 0.75), box_size),
|
||||
Transform::from_translation(box_position.extend(0.0)),
|
||||
))
|
||||
.with_children(|builder| {
|
||||
builder.spawn(Text2dBundle {
|
||||
text: Text {
|
||||
|
@ -110,15 +105,10 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
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::srgb(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()
|
||||
})
|
||||
.spawn((
|
||||
Sprite::from_color(Color::srgb(0.20, 0.3, 0.70), other_box_size),
|
||||
Transform::from_translation(other_box_position.extend(0.0)),
|
||||
))
|
||||
.with_children(|builder| {
|
||||
builder.spawn(Text2dBundle {
|
||||
text: Text {
|
||||
|
|
|
@ -99,26 +99,24 @@ fn setup(
|
|||
// padded textures are to the right, unpadded to the left
|
||||
|
||||
// draw unpadded texture atlas
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: linear_texture.clone(),
|
||||
transform: Transform {
|
||||
commands.spawn((
|
||||
Sprite::from_image(linear_texture.clone()),
|
||||
Transform {
|
||||
translation: Vec3::new(-250.0, -130.0, 0.0),
|
||||
scale: Vec3::splat(0.8),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
));
|
||||
|
||||
// draw padded texture atlas
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: linear_padded_texture.clone(),
|
||||
transform: Transform {
|
||||
commands.spawn((
|
||||
Sprite::from_image(linear_padded_texture.clone()),
|
||||
Transform {
|
||||
translation: Vec3::new(250.0, -130.0, 0.0),
|
||||
scale: Vec3::splat(0.8),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
));
|
||||
|
||||
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
|
||||
|
||||
|
@ -260,16 +258,15 @@ fn create_sprite_from_atlas(
|
|||
vendor_handle: &Handle<Image>,
|
||||
) {
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform {
|
||||
Transform {
|
||||
translation: Vec3::new(translation.0, translation.1, translation.2),
|
||||
scale: Vec3::splat(3.0),
|
||||
..default()
|
||||
},
|
||||
texture: atlas_texture,
|
||||
..default()
|
||||
},
|
||||
Sprite::from_atlas_image(
|
||||
atlas_texture,
|
||||
atlas_sources.handle(atlas_handle, vendor_handle).unwrap(),
|
||||
),
|
||||
));
|
||||
}
|
||||
|
||||
|
|
|
@ -15,27 +15,22 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
|
||||
let sprite_handle = asset_server.load("branding/icon.png");
|
||||
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: sprite_handle.clone(),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
commands.spawn(Sprite::from_image(sprite_handle.clone()));
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
image: sprite_handle.clone(),
|
||||
// Alpha channel of the color controls transparency.
|
||||
color: Color::srgba(0.0, 0.0, 1.0, 0.7),
|
||||
..default()
|
||||
},
|
||||
texture: sprite_handle.clone(),
|
||||
transform: Transform::from_xyz(100.0, 0.0, 0.0),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
Transform::from_xyz(100.0, 0.0, 0.0),
|
||||
));
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
image: sprite_handle,
|
||||
color: Color::srgba(0.0, 1.0, 0.0, 0.3),
|
||||
..default()
|
||||
},
|
||||
texture: sprite_handle,
|
||||
transform: Transform::from_xyz(200.0, 0.0, 0.0),
|
||||
..default()
|
||||
});
|
||||
Transform::from_xyz(200.0, 0.0, 0.0),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -70,28 +70,16 @@ fn setup(mut commands: Commands) {
|
|||
|
||||
fn spawn_curve_sprite<T: CurveColor>(commands: &mut Commands, y: f32, points: [T; 4]) {
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform::from_xyz(0., y, 0.),
|
||||
sprite: Sprite {
|
||||
custom_size: Some(Vec2::new(75., 75.)),
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
},
|
||||
Sprite::sized(Vec2::new(75., 75.)),
|
||||
Transform::from_xyz(0., y, 0.),
|
||||
Curve(CubicBezier::new([points]).to_curve().unwrap()),
|
||||
));
|
||||
}
|
||||
|
||||
fn spawn_mixed_sprite<T: MixedColor>(commands: &mut Commands, y: f32, colors: [T; 4]) {
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform::from_xyz(0., y, 0.),
|
||||
sprite: Sprite {
|
||||
custom_size: Some(Vec2::new(75., 75.)),
|
||||
..Default::default()
|
||||
},
|
||||
..Default::default()
|
||||
},
|
||||
Transform::from_xyz(0., y, 0.),
|
||||
Sprite::sized(Vec2::new(75., 75.)),
|
||||
Mixed(colors),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -82,24 +82,14 @@ fn setup(mut commands: Commands) {
|
|||
SelectedEaseFunction(*function, color),
|
||||
))
|
||||
.with_children(|p| {
|
||||
p.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
custom_size: Some(Vec2::new(5.0, 5.0)),
|
||||
color,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(SIZE_PER_FUNCTION + 5.0, 15.0, 0.0),
|
||||
..default()
|
||||
});
|
||||
p.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
custom_size: Some(Vec2::new(4.0, 4.0)),
|
||||
color,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(0.0, 0.0, 0.0),
|
||||
..default()
|
||||
});
|
||||
p.spawn((
|
||||
Sprite::from_color(color, Vec2::splat(5.0)),
|
||||
Transform::from_xyz(SIZE_PER_FUNCTION + 5.0, 15.0, 0.0),
|
||||
));
|
||||
p.spawn((
|
||||
Sprite::from_color(color, Vec2::splat(4.0)),
|
||||
Transform::from_xyz(0.0, 0.0, 0.0),
|
||||
));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -75,23 +75,16 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
// This marker component ensures we can easily find either of the Birds by using With and
|
||||
// Without query filters.
|
||||
Left,
|
||||
SpriteBundle {
|
||||
texture: texture_left,
|
||||
transform: Transform::from_xyz(-200.0, 0.0, 0.0),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(texture_left),
|
||||
Transform::from_xyz(-200.0, 0.0, 0.0),
|
||||
bird_left,
|
||||
));
|
||||
|
||||
commands.spawn((
|
||||
Name::new("Bird Right"),
|
||||
SpriteBundle {
|
||||
// In contrast to the above, here we rely on the default `RenderAssetUsages` loader
|
||||
// setting.
|
||||
texture: asset_server.load(bird_right.get_texture_path()),
|
||||
transform: Transform::from_xyz(200.0, 0.0, 0.0),
|
||||
..default()
|
||||
},
|
||||
// In contrast to the above, here we rely on the default `RenderAssetUsages` loader setting
|
||||
Sprite::from_image(asset_server.load(bird_right.get_texture_path())),
|
||||
Transform::from_xyz(200.0, 0.0, 0.0),
|
||||
bird_right,
|
||||
));
|
||||
}
|
||||
|
|
|
@ -99,25 +99,20 @@ fn main() {
|
|||
.init_asset::<GzAsset>()
|
||||
.init_asset_loader::<GzAssetLoader>()
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(Update, decompress::<Image>)
|
||||
.add_systems(Update, decompress::<Sprite, Image>)
|
||||
.run();
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
commands.spawn((
|
||||
Compressed::<Image> {
|
||||
commands.spawn(Compressed::<Image> {
|
||||
compressed: asset_server.load("data/compressed_image.png.gz"),
|
||||
..default()
|
||||
},
|
||||
Sprite::default(),
|
||||
Transform::default(),
|
||||
Visibility::default(),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
fn decompress<A: Asset>(
|
||||
fn decompress<T: Component + From<Handle<A>>, A: Asset>(
|
||||
mut commands: Commands,
|
||||
asset_server: Res<AssetServer>,
|
||||
mut compressed_assets: ResMut<Assets<GzAsset>>,
|
||||
|
@ -133,6 +128,6 @@ fn decompress<A: Asset>(
|
|||
commands
|
||||
.entity(entity)
|
||||
.remove::<Compressed<A>>()
|
||||
.insert(asset_server.add(uncompressed));
|
||||
.insert(T::from(asset_server.add(uncompressed)));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,15 +23,14 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
// If you are using a very small image and rendering it larger like seen here, the default linear filtering will result in a blurry image.
|
||||
// Useful note: The default sampler specified by the ImagePlugin is *not* the same as the default implementation of sampler. This is why
|
||||
// everything uses linear by default but if you look at the default of sampler, it uses nearest.
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("bevy_pixel_dark.png"),
|
||||
sprite: Sprite {
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
image: asset_server.load("bevy_pixel_dark.png"),
|
||||
custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
|
||||
..Default::default()
|
||||
},
|
||||
transform: Transform::from_xyz(-100.0, 0.0, 0.0),
|
||||
..Default::default()
|
||||
});
|
||||
Transform::from_xyz(-100.0, 0.0, 0.0),
|
||||
));
|
||||
|
||||
// When a .meta file is added with the same name as the asset and a '.meta' extension
|
||||
// you can (and must) specify all fields of the asset loader's settings for that
|
||||
|
@ -42,15 +41,14 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
// A good reference when filling this out is to check out [ImageLoaderSettings::default()]
|
||||
// and follow to the default implementation of each fields type.
|
||||
// https://docs.rs/bevy/latest/bevy/render/texture/struct.ImageLoaderSettings.html#
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("bevy_pixel_dark_with_meta.png"),
|
||||
sprite: Sprite {
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
image: asset_server.load("bevy_pixel_dark_with_meta.png"),
|
||||
custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
|
||||
..Default::default()
|
||||
},
|
||||
transform: Transform::from_xyz(100.0, 0.0, 0.0),
|
||||
..Default::default()
|
||||
});
|
||||
Transform::from_xyz(100.0, 0.0, 0.0),
|
||||
));
|
||||
|
||||
// Another option is to use the AssetServers load_with_settings function.
|
||||
// With this you can specify the same settings upon loading your asset with a
|
||||
|
@ -62,20 +60,19 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
// settings changes from any loads after the first of the same asset will be ignored.
|
||||
// This is why this one loads a differently named copy of the asset instead of using
|
||||
// same one as without a .meta file.
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load_with_settings(
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
image: asset_server.load_with_settings(
|
||||
"bevy_pixel_dark_with_settings.png",
|
||||
|settings: &mut ImageLoaderSettings| {
|
||||
settings.sampler = ImageSampler::nearest();
|
||||
},
|
||||
),
|
||||
sprite: Sprite {
|
||||
custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
|
||||
..Default::default()
|
||||
},
|
||||
transform: Transform::from_xyz(0.0, 150.0, 0.0),
|
||||
..Default::default()
|
||||
});
|
||||
Transform::from_xyz(0.0, 150.0, 0.0),
|
||||
));
|
||||
|
||||
commands.spawn(Camera2d);
|
||||
}
|
||||
|
|
|
@ -61,8 +61,5 @@ fn main() {
|
|||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
|
||||
}
|
||||
|
|
|
@ -48,8 +48,5 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
"embedded://embedded_asset/files/bevy_pixel_light.png".into()
|
||||
);
|
||||
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load(asset_path),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_image(asset_server.load(asset_path)));
|
||||
}
|
||||
|
|
|
@ -42,8 +42,5 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
// path.
|
||||
assert_eq!(asset_path, "example_files://bevy_pixel_light.png".into());
|
||||
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load(asset_path),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_image(asset_server.load(asset_path)));
|
||||
}
|
||||
|
|
|
@ -46,26 +46,16 @@ fn setup(
|
|||
.spawn((SpatialBundle::default(), listener.clone()))
|
||||
.with_children(|parent| {
|
||||
// left ear
|
||||
parent.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: RED.into(),
|
||||
custom_size: Some(Vec2::splat(20.0)),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
|
||||
..default()
|
||||
});
|
||||
parent.spawn((
|
||||
Sprite::from_color(RED, Vec2::splat(20.0)),
|
||||
Transform::from_xyz(-gap / 2.0, 0.0, 0.0),
|
||||
));
|
||||
|
||||
// right ear
|
||||
parent.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: LIME.into(),
|
||||
custom_size: Some(Vec2::splat(20.0)),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(gap / 2.0, 0.0, 0.0),
|
||||
..default()
|
||||
});
|
||||
parent.spawn((
|
||||
Sprite::from_color(LIME, Vec2::splat(20.0)),
|
||||
Transform::from_xyz(gap / 2.0, 0.0, 0.0),
|
||||
));
|
||||
});
|
||||
|
||||
// example instructions
|
||||
|
|
|
@ -68,15 +68,12 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
rotation_speed: 2.0,
|
||||
min_follow_radius: 50.0,
|
||||
},
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
Sprite {
|
||||
image: texture,
|
||||
color: bevy::color::palettes::tailwind::BLUE_800.into(),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(Vec3::ZERO),
|
||||
texture,
|
||||
..default()
|
||||
..Default::default()
|
||||
},
|
||||
Transform::from_translation(Vec3::ZERO),
|
||||
));
|
||||
}
|
||||
|
||||
|
@ -99,15 +96,12 @@ fn user_input(
|
|||
rotation: rng.gen_range(0.0..std::f32::consts::TAU),
|
||||
rotation_speed: rng.gen_range(0.5..1.5),
|
||||
},
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
Sprite {
|
||||
image: texture,
|
||||
color: bevy::color::palettes::tailwind::RED_800.into(),
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_translation(Vec3::ZERO),
|
||||
texture,
|
||||
..default()
|
||||
},
|
||||
Transform::from_translation(Vec3::ZERO),
|
||||
));
|
||||
}
|
||||
|
||||
|
|
|
@ -18,23 +18,21 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
|
||||
// Spawn a root entity with no parent
|
||||
let parent = commands
|
||||
.spawn(SpriteBundle {
|
||||
transform: Transform::from_scale(Vec3::splat(0.75)),
|
||||
texture: texture.clone(),
|
||||
..default()
|
||||
})
|
||||
.spawn((
|
||||
Sprite::from_image(texture.clone()),
|
||||
Transform::from_scale(Vec3::splat(0.75)),
|
||||
))
|
||||
// With that entity as a parent, run a lambda that spawns its children
|
||||
.with_children(|parent| {
|
||||
// parent is a ChildBuilder, which has a similar API to Commands
|
||||
parent.spawn(SpriteBundle {
|
||||
transform: Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
|
||||
texture: texture.clone(),
|
||||
sprite: Sprite {
|
||||
parent.spawn((
|
||||
Transform::from_xyz(250.0, 0.0, 0.0).with_scale(Vec3::splat(0.75)),
|
||||
Sprite {
|
||||
image: texture.clone(),
|
||||
color: BLUE.into(),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
));
|
||||
})
|
||||
// Store parent entity for next sections
|
||||
.id();
|
||||
|
@ -42,15 +40,14 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
// Another way is to use the add_child function to add children after the parent
|
||||
// entity has already been spawned.
|
||||
let child = commands
|
||||
.spawn(SpriteBundle {
|
||||
transform: Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
|
||||
texture,
|
||||
sprite: Sprite {
|
||||
.spawn((
|
||||
Sprite {
|
||||
image: texture,
|
||||
color: LIME.into(),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
})
|
||||
Transform::from_xyz(0.0, 250.0, 0.0).with_scale(Vec3::splat(0.75)),
|
||||
))
|
||||
.id();
|
||||
|
||||
// Add child to the parent.
|
||||
|
|
|
@ -16,11 +16,8 @@ fn spawn_system(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
let mut rng = ChaCha8Rng::seed_from_u64(19878367467713);
|
||||
for _ in 0..128 {
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: texture.clone(),
|
||||
transform: Transform::from_scale(Vec3::splat(0.1)),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(texture.clone()),
|
||||
Transform::from_scale(Vec3::splat(0.1)),
|
||||
Velocity(20.0 * Vec2::new(rng.gen::<f32>() - 0.5, rng.gen::<f32>() - 0.5)),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -29,10 +29,7 @@ struct MyComponent;
|
|||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(asset_server.load("branding/icon.png")),
|
||||
// Add the `Component`.
|
||||
MyComponent,
|
||||
));
|
||||
|
|
|
@ -106,7 +106,8 @@ struct CollisionSound(Handle<AudioSource>);
|
|||
struct WallBundle {
|
||||
// You can nest bundles inside of other bundles like this
|
||||
// Allowing you to compose their functionality
|
||||
sprite_bundle: SpriteBundle,
|
||||
sprite: Sprite,
|
||||
transform: Transform,
|
||||
collider: Collider,
|
||||
}
|
||||
|
||||
|
@ -153,7 +154,7 @@ impl WallBundle {
|
|||
// making our code easier to read and less prone to bugs when we change the logic
|
||||
fn new(location: WallLocation) -> WallBundle {
|
||||
WallBundle {
|
||||
sprite_bundle: SpriteBundle {
|
||||
sprite: Sprite::from_color(WALL_COLOR, Vec2::ONE),
|
||||
transform: Transform {
|
||||
// We need to convert our Vec2 into a Vec3, by giving it a z-coordinate
|
||||
// This is used to determine the order of our sprites
|
||||
|
@ -164,12 +165,6 @@ impl WallBundle {
|
|||
scale: location.size().extend(1.0),
|
||||
..default()
|
||||
},
|
||||
sprite: Sprite {
|
||||
color: WALL_COLOR,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
collider: Collider,
|
||||
}
|
||||
}
|
||||
|
@ -200,18 +195,12 @@ fn setup(
|
|||
let paddle_y = BOTTOM_WALL + GAP_BETWEEN_PADDLE_AND_FLOOR;
|
||||
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
transform: Transform {
|
||||
Sprite::from_color(PADDLE_COLOR, Vec2::ONE),
|
||||
Transform {
|
||||
translation: Vec3::new(0.0, paddle_y, 0.0),
|
||||
scale: PADDLE_SIZE.extend(1.0),
|
||||
..default()
|
||||
},
|
||||
sprite: Sprite {
|
||||
color: PADDLE_COLOR,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
Paddle,
|
||||
Collider,
|
||||
));
|
||||
|
@ -294,18 +283,15 @@ fn setup(
|
|||
|
||||
// brick
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
Sprite {
|
||||
color: BRICK_COLOR,
|
||||
..default()
|
||||
},
|
||||
transform: Transform {
|
||||
Transform {
|
||||
translation: brick_position.extend(0.0),
|
||||
scale: Vec3::new(BRICK_SIZE.x, BRICK_SIZE.y, 1.0),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
Brick,
|
||||
Collider,
|
||||
));
|
||||
|
|
|
@ -106,17 +106,14 @@ fn setup_contributor_selection(mut commands: Commands, asset_server: Res<AssetSe
|
|||
translation: velocity,
|
||||
rotation: -dir * 5.0,
|
||||
},
|
||||
SpriteBundle {
|
||||
sprite: Sprite {
|
||||
Sprite {
|
||||
image: texture_handle.clone(),
|
||||
custom_size: Some(Vec2::splat(SPRITE_SIZE)),
|
||||
color: DESELECTED.with_hue(hue).into(),
|
||||
flip_x: flipped,
|
||||
..default()
|
||||
},
|
||||
texture: texture_handle.clone(),
|
||||
transform,
|
||||
..default()
|
||||
},
|
||||
))
|
||||
.id();
|
||||
|
||||
|
|
|
@ -135,10 +135,7 @@ fn setup(
|
|||
// Spawn the Bevy logo sprite
|
||||
commands
|
||||
.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(asset_server.load("branding/icon.png")),
|
||||
BevyLogo,
|
||||
))
|
||||
.with_children(|commands| {
|
||||
|
|
|
@ -133,11 +133,8 @@ fn spawn_player(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
commands.spawn(Camera2d);
|
||||
commands.spawn((
|
||||
Name::new("Player"),
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
transform: Transform::from_scale(Vec3::splat(0.3)),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(asset_server.load("branding/icon.png")),
|
||||
Transform::from_scale(Vec3::splat(0.3)),
|
||||
AccumulatedInput::default(),
|
||||
Velocity::default(),
|
||||
PhysicalTranslation::default(),
|
||||
|
|
|
@ -32,7 +32,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
commands.spawn(Camera2d);
|
||||
|
||||
let len = 128.0;
|
||||
let sprite_size = Some(Vec2::splat(len / 2.0));
|
||||
let sprite_size = Vec2::splat(len / 2.0);
|
||||
|
||||
commands
|
||||
.spawn(SpatialBundle::default())
|
||||
|
@ -57,35 +57,29 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|||
|
||||
// spawn black square behind sprite to show anchor point
|
||||
commands
|
||||
.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
custom_size: sprite_size,
|
||||
color: Color::BLACK,
|
||||
..default()
|
||||
},
|
||||
transform: Transform::from_xyz(i * len - len, j * len - len, -1.0),
|
||||
..default()
|
||||
})
|
||||
.spawn((
|
||||
Sprite::from_color(Color::BLACK, sprite_size),
|
||||
Transform::from_xyz(i * len - len, j * len - len, -1.0),
|
||||
))
|
||||
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
|
||||
.observe(recolor_on::<Pointer<Out>>(Color::BLACK))
|
||||
.observe(recolor_on::<Pointer<Down>>(Color::srgb(1.0, 1.0, 0.0)))
|
||||
.observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 1.0)));
|
||||
|
||||
commands
|
||||
.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
custom_size: sprite_size,
|
||||
.spawn((
|
||||
Sprite {
|
||||
image: asset_server.load("branding/bevy_bird_dark.png"),
|
||||
custom_size: Some(sprite_size),
|
||||
color: Color::srgb(1.0, 0.0, 0.0),
|
||||
anchor: anchor.to_owned(),
|
||||
..default()
|
||||
},
|
||||
texture: asset_server.load("branding/bevy_bird_dark.png"),
|
||||
// 3x3 grid of anchor examples by changing transform
|
||||
transform: Transform::from_xyz(i * len - len, j * len - len, 0.0)
|
||||
Transform::from_xyz(i * len - len, j * len - len, 0.0)
|
||||
.with_scale(Vec3::splat(1.0 + (i - 1.0) * 0.2))
|
||||
.with_rotation(Quat::from_rotation_z((j - 1.0) * 0.2)),
|
||||
..default()
|
||||
})
|
||||
))
|
||||
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 0.0)))
|
||||
.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 0.0, 0.0)))
|
||||
.observe(recolor_on::<Pointer<Down>>(Color::srgb(0.0, 0.0, 1.0)))
|
||||
|
@ -131,15 +125,14 @@ fn setup_atlas(
|
|||
let animation_indices = AnimationIndices { first: 1, last: 6 };
|
||||
commands
|
||||
.spawn((
|
||||
Sprite::from_atlas_image(
|
||||
texture_handle,
|
||||
TextureAtlas {
|
||||
layout: texture_atlas_layout_handle,
|
||||
index: animation_indices.first,
|
||||
},
|
||||
SpriteBundle {
|
||||
texture: texture_handle,
|
||||
transform: Transform::from_xyz(300.0, 0.0, 0.0).with_scale(Vec3::splat(6.0)),
|
||||
..default()
|
||||
},
|
||||
),
|
||||
Transform::from_xyz(300.0, 0.0, 0.0).with_scale(Vec3::splat(6.0)),
|
||||
animation_indices,
|
||||
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
|
||||
))
|
||||
|
|
|
@ -67,15 +67,14 @@ fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
|
|||
let image0 = images.add(image.clone());
|
||||
let image1 = images.add(image);
|
||||
|
||||
commands.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
commands.spawn((
|
||||
Sprite {
|
||||
image: image0.clone(),
|
||||
custom_size: Some(Vec2::new(SIZE.0 as f32, SIZE.1 as f32)),
|
||||
..default()
|
||||
},
|
||||
texture: image0.clone(),
|
||||
transform: Transform::from_scale(Vec3::splat(DISPLAY_FACTOR as f32)),
|
||||
..default()
|
||||
});
|
||||
Transform::from_scale(Vec3::splat(DISPLAY_FACTOR as f32)),
|
||||
));
|
||||
commands.spawn(Camera2d);
|
||||
|
||||
commands.insert_resource(GameOfLifeImages {
|
||||
|
|
|
@ -423,10 +423,7 @@ mod ui {
|
|||
pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn((
|
||||
StateScoped(InGame),
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(asset_server.load("branding/icon.png")),
|
||||
));
|
||||
}
|
||||
|
||||
|
|
|
@ -223,10 +223,7 @@ fn setup(mut commands: Commands) {
|
|||
}
|
||||
|
||||
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
|
||||
info!("Setup game");
|
||||
}
|
||||
|
||||
|
|
|
@ -120,10 +120,7 @@ fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
|
|||
}
|
||||
|
||||
fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
|
||||
}
|
||||
|
||||
const SPEED: f32 = 100.0;
|
||||
|
|
|
@ -198,10 +198,7 @@ mod ui {
|
|||
}
|
||||
|
||||
pub fn setup_game(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
|
||||
}
|
||||
|
||||
pub fn setup_paused_screen(mut commands: Commands) {
|
||||
|
|
|
@ -433,16 +433,16 @@ fn spawn_birds(
|
|||
color
|
||||
};
|
||||
(
|
||||
SpriteBundle {
|
||||
texture: bird_resources
|
||||
Sprite {
|
||||
image: bird_resources
|
||||
.textures
|
||||
.choose(&mut bird_resources.material_rng)
|
||||
.unwrap()
|
||||
.clone(),
|
||||
transform,
|
||||
sprite: Sprite { color, ..default() },
|
||||
color,
|
||||
..default()
|
||||
},
|
||||
transform,
|
||||
Bird { velocity },
|
||||
)
|
||||
})
|
||||
|
|
|
@ -82,18 +82,15 @@ fn setup(
|
|||
timer.set_elapsed(Duration::from_secs_f32(rng.gen::<f32>()));
|
||||
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: texture_handle.clone(),
|
||||
transform: Transform {
|
||||
translation,
|
||||
rotation,
|
||||
scale,
|
||||
},
|
||||
sprite: Sprite {
|
||||
Sprite {
|
||||
image: texture_handle.clone(),
|
||||
custom_size: Some(tile_size),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
Transform {
|
||||
translation,
|
||||
rotation,
|
||||
scale,
|
||||
},
|
||||
TextureAtlas::from(texture_atlas_handle.clone()),
|
||||
AnimationTimer(timer),
|
||||
|
|
|
@ -81,14 +81,9 @@ fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<Color
|
|||
let rotation = Quat::from_rotation_z(rng.gen::<f32>());
|
||||
let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
|
||||
|
||||
sprites.push(SpriteBundle {
|
||||
texture: sprite_handle.clone(),
|
||||
transform: Transform {
|
||||
translation,
|
||||
rotation,
|
||||
scale,
|
||||
},
|
||||
sprite: Sprite {
|
||||
sprites.push((
|
||||
Sprite {
|
||||
image: sprite_handle.clone(),
|
||||
custom_size: Some(tile_size),
|
||||
color: if color_tint.0 {
|
||||
COLORS[rng.gen_range(0..3)]
|
||||
|
@ -97,8 +92,12 @@ fn setup(mut commands: Commands, assets: Res<AssetServer>, color_tint: Res<Color
|
|||
},
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
Transform {
|
||||
translation,
|
||||
rotation,
|
||||
scale,
|
||||
},
|
||||
));
|
||||
}
|
||||
}
|
||||
commands.spawn_batch(sprites);
|
||||
|
|
|
@ -53,29 +53,23 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMu
|
|||
|
||||
// the sprite moving based on real time
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: texture_handle.clone(),
|
||||
transform: Transform::from_scale(sprite_scale),
|
||||
..default()
|
||||
},
|
||||
Sprite::from_image(texture_handle.clone()),
|
||||
Transform::from_scale(sprite_scale),
|
||||
RealTime,
|
||||
));
|
||||
|
||||
// the sprite moving based on virtual time
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: texture_handle,
|
||||
sprite: Sprite {
|
||||
Sprite {
|
||||
image: texture_handle,
|
||||
color: virtual_color,
|
||||
..default()
|
||||
..Default::default()
|
||||
},
|
||||
transform: Transform {
|
||||
Transform {
|
||||
scale: sprite_scale,
|
||||
translation: Vec3::new(0., -160., 0.),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
VirtualTime,
|
||||
));
|
||||
|
||||
|
|
|
@ -282,34 +282,20 @@ fn setup_sticks(
|
|||
})
|
||||
.with_children(|parent| {
|
||||
// full extent
|
||||
parent.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
|
||||
color: DEAD_COLOR,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
parent.spawn(Sprite::from_color(
|
||||
DEAD_COLOR,
|
||||
Vec2::splat(STICK_BOUNDS_SIZE * 2.),
|
||||
));
|
||||
// live zone
|
||||
parent.spawn(SpriteBundle {
|
||||
transform: Transform::from_xyz(live_mid, live_mid, 2.),
|
||||
sprite: Sprite {
|
||||
custom_size: Some(Vec2::new(live_size, live_size)),
|
||||
color: LIVE_COLOR,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
parent.spawn((
|
||||
Sprite::from_color(LIVE_COLOR, Vec2::splat(live_size)),
|
||||
Transform::from_xyz(live_mid, live_mid, 2.),
|
||||
));
|
||||
// dead zone
|
||||
parent.spawn(SpriteBundle {
|
||||
transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
|
||||
sprite: Sprite {
|
||||
custom_size: Some(Vec2::new(dead_size, dead_size)),
|
||||
color: DEAD_COLOR,
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
parent.spawn((
|
||||
Sprite::from_color(DEAD_COLOR, Vec2::splat(dead_size)),
|
||||
Transform::from_xyz(dead_mid, dead_mid, 3.),
|
||||
));
|
||||
// text
|
||||
let style = TextStyle {
|
||||
font_size: 13.,
|
||||
|
|
|
@ -32,8 +32,5 @@ fn main() {
|
|||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2d);
|
||||
commands.spawn(SpriteBundle {
|
||||
texture: asset_server.load("branding/icon.png"),
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
|
||||
}
|
||||
|
|
|
@ -71,12 +71,8 @@ fn setup_2d(mut commands: Commands) {
|
|||
..default()
|
||||
},
|
||||
));
|
||||
commands.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: Color::srgb(0.25, 0.25, 0.75),
|
||||
custom_size: Some(Vec2::new(50.0, 50.0)),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_color(
|
||||
Color::srgb(0.25, 0.25, 0.75),
|
||||
Vec2::new(50.0, 50.0),
|
||||
));
|
||||
}
|
||||
|
|
|
@ -147,12 +147,8 @@ fn setup_2d(mut commands: Commands) {
|
|||
..default()
|
||||
},
|
||||
));
|
||||
commands.spawn(SpriteBundle {
|
||||
sprite: Sprite {
|
||||
color: Color::srgb(0.25, 0.25, 0.75),
|
||||
custom_size: Some(Vec2::new(50.0, 50.0)),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
});
|
||||
commands.spawn(Sprite::from_color(
|
||||
Color::srgb(0.25, 0.25, 0.75),
|
||||
Vec2::new(50.0, 50.0),
|
||||
));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue