//! In this example we generate a new texture atlas (sprite sheet) from a folder containing //! individual sprites. use bevy::{asset::LoadedFolder, prelude::*}; fn main() { App::new() .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites .add_state::() .add_systems(OnEnter(AppState::Setup), load_textures) .add_systems(Update, check_textures.run_if(in_state(AppState::Setup))) .add_systems(OnEnter(AppState::Finished), setup) .run(); } #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, States)] enum AppState { #[default] Setup, Finished, } #[derive(Resource, Default)] struct RpgSpriteFolder(Handle); fn load_textures(mut commands: Commands, asset_server: Res) { // load multiple, individual sprites from a folder commands.insert_resource(RpgSpriteFolder(asset_server.load_folder("textures/rpg"))); } fn check_textures( mut next_state: ResMut>, rpg_sprite_folder: ResMut, mut events: EventReader>, ) { // Advance the `AppState` once all sprite handles have been loaded by the `AssetServer` for event in events.read() { if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) { next_state.set(AppState::Finished); } } } fn setup( mut commands: Commands, rpg_sprite_handles: Res, asset_server: Res, loaded_folders: Res>, mut texture_atlases: ResMut>, mut textures: ResMut>, ) { // Build a `TextureAtlas` using the individual sprites let mut texture_atlas_builder = TextureAtlasBuilder::default(); let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap(); for handle in loaded_folder.handles.iter() { let id = handle.id().typed_unchecked::(); let Some(texture) = textures.get(id) else { warn!( "{:?} did not resolve to an `Image` asset.", handle.path().unwrap() ); continue; }; texture_atlas_builder.add_texture(id, texture); } let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap(); let texture_atlas_texture = texture_atlas.texture.clone(); let vendor_handle = asset_server .get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png") .unwrap(); let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap(); let atlas_handle = texture_atlases.add(texture_atlas); // set up a scene to display our texture atlas commands.spawn(Camera2dBundle::default()); // draw a sprite from the atlas commands.spawn(SpriteSheetBundle { transform: Transform { translation: Vec3::new(150.0, 0.0, 0.0), scale: Vec3::splat(4.0), ..default() }, sprite: TextureAtlasSprite::new(vendor_index), texture_atlas: atlas_handle, ..default() }); // draw the atlas itself commands.spawn(SpriteBundle { texture: texture_atlas_texture, transform: Transform::from_xyz(-300.0, 0.0, 0.0), ..default() }); }