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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.
52 lines
1.6 KiB
Rust
52 lines
1.6 KiB
Rust
//! Example of loading an embedded asset.
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use bevy::{
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asset::{embedded_asset, io::AssetSourceId, AssetPath},
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prelude::*,
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};
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use std::path::Path;
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fn main() {
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App::new()
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.add_plugins((DefaultPlugins, EmbeddedAssetPlugin))
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.add_systems(Startup, setup)
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.run();
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}
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struct EmbeddedAssetPlugin;
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impl Plugin for EmbeddedAssetPlugin {
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fn build(&self, app: &mut App) {
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// We get to choose some prefix relative to the workspace root which
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// will be ignored in "embedded://" asset paths.
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let omit_prefix = "examples/asset";
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// Path to asset must be relative to this file, because that's how
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// include_bytes! works.
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embedded_asset!(app, omit_prefix, "files/bevy_pixel_light.png");
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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// Each example is its own crate (with name from [[example]] in Cargo.toml).
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let crate_name = "embedded_asset";
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// The actual file path relative to workspace root is
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// "examples/asset/files/bevy_pixel_light.png".
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//
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// We omit the "examples/asset" from the embedded_asset! call and replace it
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// with the crate name.
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let path = Path::new(crate_name).join("files/bevy_pixel_light.png");
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let source = AssetSourceId::from("embedded");
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let asset_path = AssetPath::from_path(&path).with_source(source);
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// You could also parse this URL-like string representation for the asset
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// path.
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assert_eq!(
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asset_path,
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"embedded://embedded_asset/files/bevy_pixel_light.png".into()
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);
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commands.spawn(Sprite::from_image(asset_server.load(asset_path)));
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}
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