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::() .add_plugins(DefaultPlugins) .add_state(AppState::Setup) .add_system_set(SystemSet::on_enter(AppState::Setup).with_system(load_textures)) .add_system_set(SystemSet::on_update(AppState::Setup).with_system(check_textures)) .add_system_set(SystemSet::on_enter(AppState::Finished).with_system(setup)) .run(); } #[derive(Debug, Clone, PartialEq, Eq, Hash)] enum AppState { Setup, Finished, } #[derive(Default)] struct RpgSpriteHandles { handles: Vec, } fn load_textures(mut rpg_sprite_handles: ResMut, asset_server: Res) { rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap(); } fn check_textures( mut state: ResMut>, rpg_sprite_handles: ResMut, asset_server: Res, ) { if let LoadState::Loaded = asset_server.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id)) { state.set(AppState::Finished).unwrap(); } } fn setup( mut commands: Commands, rpg_sprite_handles: Res, asset_server: Res, mut texture_atlases: ResMut>, mut textures: ResMut>, mut materials: ResMut>, ) { 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); } 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_bundle(OrthographicCameraBundle::new_2d()); // draw a sprite from the atlas commands.spawn_bundle(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 commands.spawn_bundle(SpriteBundle { material: materials.add(texture_atlas_texture.into()), transform: Transform::from_xyz(-300.0, 0.0, 0.0), ..Default::default() }); }