//! This example illustrates how to use `TextureAtlases` within ui use bevy::{color::palettes::css::*, prelude::*, winit::WinitSettings}; fn main() { App::new() .add_plugins(DefaultPlugins.set( // This sets image filtering to nearest // This is done to prevent textures with low resolution (e.g. pixel art) from being blurred // by linear filtering. ImagePlugin::default_nearest(), )) // Only run the app when there is user input. This will significantly reduce CPU/GPU use. .insert_resource(WinitSettings::desktop_app()) .add_systems(Startup, setup) .add_systems(Update, increment_atlas_index) .run(); } fn setup( mut commands: Commands, asset_server: Res, mut texture_atlases: ResMut>, ) { // Camera commands.spawn(Camera2d); let text_font = TextFont::default(); let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png"); let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None); let texture_atlas_handle = texture_atlases.add(texture_atlas); // root node commands .spawn(Node { width: Val::Percent(100.0), height: Val::Percent(100.0), flex_direction: FlexDirection::Column, justify_content: JustifyContent::Center, align_items: AlignItems::Center, row_gap: Val::Px(text_font.font_size * 2.), ..default() }) .with_children(|parent| { parent.spawn(( UiImage::new(texture_handle), Node { width: Val::Px(256.), height: Val::Px(256.), ..default() }, BackgroundColor(ANTIQUE_WHITE.into()), TextureAtlas::from(texture_atlas_handle), Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()), )); parent .spawn((Text::new("press "), text_font.clone())) .with_child(( TextSpan::new("space"), TextColor(YELLOW.into()), text_font.clone(), )) .with_child((TextSpan::new(" to advance frames"), text_font)); }); } fn increment_atlas_index( mut atlas_images: Query<&mut TextureAtlas>, keyboard: Res>, ) { if keyboard.just_pressed(KeyCode::Space) { for mut atlas_image in &mut atlas_images { atlas_image.index = (atlas_image.index + 1) % 6; } } }