//! In this example we generate a new texture atlas (sprite sheet) from a folder containing //! individual sprites. use bevy::{asset::LoadState, prelude::*}; fn main() { App::new() .init_resource::() .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 RpgSpriteHandles { handles: Vec, } fn load_textures(mut rpg_sprite_handles: ResMut, asset_server: Res) { // load multiple, individual sprites from a folder rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap(); } fn check_textures( mut next_state: ResMut>, rpg_sprite_handles: ResMut, asset_server: Res, ) { // Advance the `AppState` once all sprite handles have been loaded by the `AssetServer` if let LoadState::Loaded = asset_server .get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id())) { next_state.set(AppState::Finished); } } fn setup( mut commands: Commands, rpg_sprite_handles: Res, asset_server: Res, mut texture_atlases: ResMut>, mut textures: ResMut>, ) { // Build a `TextureAtlas` using the individual sprites let mut texture_atlas_builder = TextureAtlasBuilder::default(); for handle in &rpg_sprite_handles.handles { let handle = handle.typed_weak(); let Some(texture) = textures.get(&handle) else { warn!("{:?} did not resolve to an `Image` asset.", asset_server.get_handle_path(handle)); continue; }; texture_atlas_builder.add_texture(handle, 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"); 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() }); }