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https://github.com/bevyengine/bevy
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e0c296ee14
> Follow up to #11600 and #10588 @mockersf expressed some [valid concerns](https://github.com/bevyengine/bevy/pull/11600#issuecomment-1932796498) about the current system this PR attempts to fix: The `ComputedTextureSlices` reacts to asset change in both `bevy_sprite` and `bevy_ui`, meaning that if the `ImageScaleMode` is inserted by default in the bundles, we will iterate through most 2d items every time an asset is updated. # Solution - `ImageScaleMode` only has two variants: `Sliced` and `Tiled`. I removed the `Stretched` default - `ImageScaleMode` is no longer part of any bundle, but the relevant bundles explain that this additional component can be inserted This way, the *absence* of `ImageScaleMode` means the image will be stretched, and its *presence* will include the entity to the various slicing systems Optional components in bundles would make this more straigthfoward # Additional work Should I add new bundles with the `ImageScaleMode` component ?
50 lines
1.3 KiB
Rust
50 lines
1.3 KiB
Rust
//! Displays a single [`Sprite`] tiled in a grid, with a scaling animation
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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)
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.add_systems(Startup, setup)
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.add_systems(Update, animate)
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.run();
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}
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#[derive(Resource)]
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struct AnimationState {
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min: f32,
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max: f32,
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current: f32,
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speed: f32,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2dBundle::default());
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commands.insert_resource(AnimationState {
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min: 128.0,
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max: 512.0,
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current: 128.0,
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speed: 50.0,
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});
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commands.spawn((
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SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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..default()
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},
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ImageScaleMode::Tiled {
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tile_x: true,
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tile_y: true,
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stretch_value: 0.5, // The image will tile every 128px
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},
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));
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}
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fn animate(mut sprites: Query<&mut Sprite>, mut state: ResMut<AnimationState>, time: Res<Time>) {
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if state.current >= state.max || state.current <= state.min {
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state.speed = -state.speed;
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};
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state.current += state.speed * time.delta_seconds();
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for mut sprite in &mut sprites {
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sprite.custom_size = Some(Vec2::splat(state.current));
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}
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}
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