mirror of
https://github.com/bevyengine/bevy
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3a6f6de277
System Inputs, Outputs, Chaining, and Registration Ergo
74 lines
2.7 KiB
Rust
74 lines
2.7 KiB
Rust
use bevy::{asset::LoadState, prelude::*, sprite::TextureAtlasBuilder};
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/// In this example we generate a new texture atlas (sprite sheet) from a folder containing individual sprites
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fn main() {
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App::build()
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.init_resource::<RpgSpriteHandles>()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(load_atlas)
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.run();
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}
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#[derive(Default)]
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pub struct RpgSpriteHandles {
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handles: Vec<HandleUntyped>,
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atlas_loaded: bool,
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}
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fn setup(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
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rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
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}
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fn load_atlas(
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commands: &mut Commands,
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mut rpg_sprite_handles: ResMut<RpgSpriteHandles>,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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mut textures: ResMut<Assets<Texture>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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if rpg_sprite_handles.atlas_loaded {
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return;
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}
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let mut texture_atlas_builder = TextureAtlasBuilder::default();
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if let LoadState::Loaded =
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asset_server.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id))
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{
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for handle in rpg_sprite_handles.handles.iter() {
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let texture = textures.get(handle).unwrap();
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texture_atlas_builder.add_texture(handle.clone_weak().typed::<Texture>(), &texture);
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}
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let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
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let texture_atlas_texture = texture_atlas.texture.clone();
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let vendor_handle =
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asset_server.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png");
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let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
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let atlas_handle = texture_atlases.add(texture_atlas);
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// set up a scene to display our texture atlas
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commands
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.spawn(Camera2dBundle::default())
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// draw a sprite from the atlas
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.spawn(SpriteSheetBundle {
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transform: Transform {
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translation: Vec3::new(150.0, 0.0, 0.0),
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scale: Vec3::splat(4.0),
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..Default::default()
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},
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sprite: TextureAtlasSprite::new(vendor_index as u32),
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texture_atlas: atlas_handle,
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..Default::default()
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})
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// draw the atlas itself
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.spawn(SpriteBundle {
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material: materials.add(texture_atlas_texture.into()),
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transform: Transform::from_translation(Vec3::new(-300.0, 0.0, 0.0)),
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..Default::default()
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});
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rpg_sprite_handles.atlas_loaded = true;
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}
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}
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