mirror of
https://github.com/bevyengine/bevy
synced 2024-11-23 05:03:47 +00:00
ffecb05a0a
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
81 lines
2.8 KiB
Rust
81 lines
2.8 KiB
Rust
use bevy::{asset::LoadState, prelude::*};
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/// In this example we generate a new texture atlas (sprite sheet) from a folder containing
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/// individual sprites
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fn main() {
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App::new()
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.init_resource::<RpgSpriteHandles>()
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.add_plugins(DefaultPlugins)
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.add_state(AppState::Setup)
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.add_system_set(SystemSet::on_enter(AppState::Setup).with_system(load_textures))
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.add_system_set(SystemSet::on_update(AppState::Setup).with_system(check_textures))
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.add_system_set(SystemSet::on_enter(AppState::Finished).with_system(setup))
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.run();
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}
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#[derive(Debug, Clone, PartialEq, Eq, Hash)]
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enum AppState {
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Setup,
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Finished,
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}
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#[derive(Default)]
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struct RpgSpriteHandles {
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handles: Vec<HandleUntyped>,
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}
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fn load_textures(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 check_textures(
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mut state: ResMut<State<AppState>>,
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rpg_sprite_handles: ResMut<RpgSpriteHandles>,
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asset_server: Res<AssetServer>,
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) {
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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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state.set(AppState::Finished).unwrap();
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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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rpg_sprite_handles: Res<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<Image>>,
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) {
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let mut texture_atlas_builder = TextureAtlasBuilder::default();
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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::<Image>(), 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 = 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.spawn_bundle(OrthographicCameraBundle::new_2d());
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// draw a sprite from the atlas
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commands.spawn_bundle(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),
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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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commands.spawn_bundle(SpriteBundle {
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texture: texture_atlas_texture,
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transform: Transform::from_xyz(-300.0, 0.0, 0.0),
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..Default::default()
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});
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}
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