mirror of
https://github.com/bevyengine/bevy
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7d40e3ec87
# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
78 lines
3.6 KiB
Rust
78 lines
3.6 KiB
Rust
//! This example demonstrates the usage of '.meta' files and [`AssetServer::load_with_settings`] to override the default settings for loading an asset
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use bevy::{
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prelude::*,
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render::texture::{ImageLoaderSettings, ImageSampler},
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};
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fn main() {
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App::new()
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.add_plugins(
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// This just tells the asset server to look in the right examples folder
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DefaultPlugins.set(AssetPlugin {
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file_path: "examples/asset/files".to_string(),
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..Default::default()
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}),
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)
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Without any .meta file specifying settings, the default sampler [ImagePlugin::default()] is used for loading images.
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// If you are using a very small image and rendering it larger like seen here, the default linear filtering will result in a blurry image.
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// Useful note: The default sampler specified by the ImagePlugin is *not* the same as the default implementation of sampler. This is why
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// everything uses linear by default but if you look at the default of sampler, it uses nearest.
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commands.spawn((
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Sprite {
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image: asset_server.load("bevy_pixel_dark.png"),
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custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
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..Default::default()
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},
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Transform::from_xyz(-100.0, 0.0, 0.0),
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));
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// When a .meta file is added with the same name as the asset and a '.meta' extension
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// you can (and must) specify all fields of the asset loader's settings for that
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// particular asset, in this case [ImageLoaderSettings]. Take a look at
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// examples/asset/files/bevy_pixel_dark_with_meta.png.meta
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// for the format and you'll notice, the only non-default option is setting Nearest
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// filtering. This tends to work much better for pixel art assets.
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// A good reference when filling this out is to check out [ImageLoaderSettings::default()]
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// and follow to the default implementation of each fields type.
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// https://docs.rs/bevy/latest/bevy/render/texture/struct.ImageLoaderSettings.html#
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commands.spawn((
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Sprite {
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image: asset_server.load("bevy_pixel_dark_with_meta.png"),
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custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
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..Default::default()
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},
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Transform::from_xyz(100.0, 0.0, 0.0),
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));
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// Another option is to use the AssetServers load_with_settings function.
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// With this you can specify the same settings upon loading your asset with a
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// couple of differences. A big one is that you aren't required to set *every*
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// setting, just modify the ones that you need. It works by passing in a function
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// (in this case an anonymous closure) that takes a reference to the settings type
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// that is then modified in the function.
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// Do note that if you want to load the same asset with different settings, the
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// settings changes from any loads after the first of the same asset will be ignored.
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// This is why this one loads a differently named copy of the asset instead of using
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// same one as without a .meta file.
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commands.spawn((
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Sprite {
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image: asset_server.load_with_settings(
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"bevy_pixel_dark_with_settings.png",
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|settings: &mut ImageLoaderSettings| {
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settings.sampler = ImageSampler::nearest();
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},
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),
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custom_size: Some(Vec2 { x: 160.0, y: 120.0 }),
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..Default::default()
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},
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Transform::from_xyz(0.0, 150.0, 0.0),
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));
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commands.spawn(Camera2d);
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}
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