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https://github.com/bevyengine/bevy
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135c7240f1
# Objective > Old MR: #5072 > ~~Associated UI MR: #5070~~ > Adresses #1618 Unify sprite management ## Solution - Remove the `Handle<Image>` field in `TextureAtlas` which is the main cause for all the boilerplate - Remove the redundant `TextureAtlasSprite` component - Renamed `TextureAtlas` asset to `TextureAtlasLayout` ([suggestion](https://github.com/bevyengine/bevy/pull/5103#discussion_r917281844)) - Add a `TextureAtlas` component, containing the atlas layout handle and the section index The difference between this solution and #5072 is that instead of the `enum` approach is that we can more easily manipulate texture sheets without any breaking changes for classic `SpriteBundle`s (@mockersf [comment](https://github.com/bevyengine/bevy/pull/5072#issuecomment-1165836139)) Also, this approach is more *data oriented* extracting the `Handle<Image>` and avoiding complex texture atlas manipulations to retrieve the texture in both applicative and engine code. With this method, the only difference between a `SpriteBundle` and a `SpriteSheetBundle` is an **additional** component storing the atlas handle and the index. ~~This solution can be applied to `bevy_ui` as well (see #5070).~~ EDIT: I also applied this solution to Bevy UI ## Changelog - (**BREAKING**) Removed `TextureAtlasSprite` - (**BREAKING**) Renamed `TextureAtlas` to `TextureAtlasLayout` - (**BREAKING**) `SpriteSheetBundle`: - Uses a `Sprite` instead of a `TextureAtlasSprite` component - Has a `texture` field containing a `Handle<Image>` like the `SpriteBundle` - Has a new `TextureAtlas` component instead of a `Handle<TextureAtlasLayout>` - (**BREAKING**) `DynamicTextureAtlasBuilder::add_texture` takes an additional `&Handle<Image>` parameter - (**BREAKING**) `TextureAtlasLayout::from_grid` no longer takes a `Handle<Image>` parameter - (**BREAKING**) `TextureAtlasBuilder::finish` now returns a `Result<(TextureAtlasLayout, Handle<Image>), _>` - `bevy_text`: - `GlyphAtlasInfo` stores the texture `Handle<Image>` - `FontAtlas` stores the texture `Handle<Image>` - `bevy_ui`: - (**BREAKING**) Removed `UiAtlasImage` , the atlas bundle is now identical to the `ImageBundle` with an additional `TextureAtlas` ## Migration Guide * Sprites ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(SpriteSheetBundle { - sprite: TextureAtlasSprite::new(0), - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + texture: texture_handle, ..Default::default() }); } ``` * UI ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(AtlasImageBundle { - texture_atlas_image: UiTextureAtlasImage { - index: 0, - flip_x: false, - flip_y: false, - }, - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + image: UiImage { + texture: texture_handle, + flip_x: false, + flip_y: false, + }, ..Default::default() }); } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
63 lines
1.9 KiB
Rust
63 lines
1.9 KiB
Rust
//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
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//! into a texture atlas, and changing the displayed image periodically.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
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.add_systems(Startup, setup)
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.add_systems(Update, animate_sprite)
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.run();
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}
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#[derive(Component)]
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struct AnimationIndices {
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first: usize,
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last: usize,
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}
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#[derive(Component, Deref, DerefMut)]
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struct AnimationTimer(Timer);
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fn animate_sprite(
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time: Res<Time>,
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mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
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) {
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for (indices, mut timer, mut atlas) in &mut query {
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timer.tick(time.delta());
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if timer.just_finished() {
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atlas.index = if atlas.index == indices.last {
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indices.first
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} else {
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atlas.index + 1
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};
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}
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}
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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) {
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let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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let atlas = TextureAtlasLayout::from_grid(Vec2::new(24.0, 24.0), 7, 1, None, None);
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let texture_atlas = texture_atlases.add(atlas);
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// Use only the subset of sprites in the sheet that make up the run animation
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let animation_indices = AnimationIndices { first: 1, last: 6 };
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commands.spawn(Camera2dBundle::default());
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commands.spawn((
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SpriteSheetBundle {
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texture,
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atlas: TextureAtlas {
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layout: texture_atlas,
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index: animation_indices.first,
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},
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transform: Transform::from_scale(Vec3::splat(6.0)),
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..default()
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},
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animation_indices,
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AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
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));
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}
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