mirror of
https://github.com/bevyengine/bevy
synced 2024-11-29 16:10:19 +00:00
78edec2e45
In the current impl, next clears out the entire stack and replaces it with a new state. This PR moves this functionality into a replace method, and changes the behavior of next to only change the top state. Co-authored-by: Carter Anderson <mcanders1@gmail.com>
82 lines
2.9 KiB
Rust
82 lines
2.9 KiB
Rust
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_state(AppState::Setup)
|
|
.add_system_set(SystemSet::on_enter(AppState::Setup).with_system(load_textures.system()))
|
|
.add_system_set(SystemSet::on_update(AppState::Setup).with_system(check_textures.system()))
|
|
.add_system_set(SystemSet::on_enter(AppState::Finished).with_system(setup.system()))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Debug, Clone, PartialEq, Eq, Hash)]
|
|
enum AppState {
|
|
Setup,
|
|
Finished,
|
|
}
|
|
|
|
#[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(AppState::Finished).unwrap();
|
|
}
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: 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_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()
|
|
});
|
|
}
|