use bevy::{asset::LoadState, prelude::*, sprite::TextureAtlasBuilder}; /// In this example we generate a new texture atlas (sprite sheet) from a folder containing individual sprites fn main() { App::build() .init_resource::<RpgSpriteHandles>() .add_plugins(DefaultPlugins) .add_resource(State::new(AppState::Setup)) .add_stage_after(stage::UPDATE, STAGE, StateStage::<AppState>::default()) .on_state_enter(STAGE, AppState::Setup, load_textures.system()) .on_state_update(STAGE, AppState::Setup, check_textures.system()) .on_state_enter(STAGE, AppState::Finshed, setup.system()) .run(); } const STAGE: &str = "app_state"; #[derive(Clone)] enum AppState { Setup, Finshed, } #[derive(Default)] struct RpgSpriteHandles { handles: Vec<HandleUntyped>, } fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) { rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap(); } fn check_textures( mut state: ResMut<State<AppState>>, rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>, ) { if let LoadState::Loaded = asset_server.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id)) { state.set_next(AppState::Finshed).unwrap(); } } fn setup( commands: &mut Commands, rpg_sprite_handles: Res<RpgSpriteHandles>, asset_server: Res<AssetServer>, mut texture_atlases: ResMut<Assets<TextureAtlas>>, mut textures: ResMut<Assets<Texture>>, mut materials: ResMut<Assets<ColorMaterial>>, ) { let mut texture_atlas_builder = TextureAtlasBuilder::default(); for handle in rpg_sprite_handles.handles.iter() { let texture = textures.get(handle).unwrap(); texture_atlas_builder.add_texture(handle.clone_weak().typed::<Texture>(), 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 .spawn(SpriteSheetBundle { transform: Transform { translation: Vec3::new(150.0, 0.0, 0.0), scale: Vec3::splat(4.0), ..Default::default() }, sprite: TextureAtlasSprite::new(vendor_index as u32), texture_atlas: atlas_handle, ..Default::default() }) // draw the atlas itself .spawn(SpriteBundle { material: materials.add(texture_atlas_texture.into()), transform: Transform::from_xyz(-300.0, 0.0, 0.0), ..Default::default() }); }