mod color_material; mod dynamic_texture_atlas_builder; pub mod entity; pub mod collide_aabb; mod rect; mod render; mod sprite; mod texture_atlas; mod texture_atlas_builder; pub use color_material::*; pub use dynamic_texture_atlas_builder::*; pub use rect::*; pub use render::*; pub use sprite::*; pub use texture_atlas::*; pub use texture_atlas_builder::*; use bevy_app::{stage, AppBuilder, AppPlugin}; use bevy_asset::{AddAsset, Assets, Handle}; use bevy_render::{ mesh::{shape, Mesh}, render_graph::RenderGraph, shader::asset_shader_defs_system, }; use bevy_ecs::IntoQuerySystem; use glam::Vec2; use sprite::sprite_system; #[derive(Default)] pub struct SpritePlugin; pub const QUAD_HANDLE: Handle = Handle::from_u128(142404619811301375266013514540294236421); impl AppPlugin for SpritePlugin { fn build(&self, app: &mut AppBuilder) { app.add_asset::() .add_asset::() .add_system_to_stage(stage::POST_UPDATE, sprite_system.system()) .add_system_to_stage( stage::POST_UPDATE, asset_shader_defs_system::.system(), ); let resources = app.resources(); let mut render_graph = resources.get_mut::().unwrap(); render_graph.add_sprite_graph(resources); let mut meshes = resources.get_mut::>().unwrap(); meshes.set( QUAD_HANDLE, // Use a flipped quad because the camera is facing "forward" but quads should face backward Mesh::from(shape::Quad::flipped(Vec2::new(1.0, 1.0))), ); let mut color_materials = resources.get_mut::>().unwrap(); color_materials.add_default(ColorMaterial::default()); } }