bevy/examples/2d/texture_atlas.rs
JoJoJet b8263b55fb Support system.in_schedule() and system.on_startup() (#7790)
# Objective

Support the following syntax for adding systems:

```rust
App::new()
    .add_system(setup.on_startup())
    .add_systems((
        show_menu.in_schedule(OnEnter(GameState::Paused)),
        menu_ssytem.in_set(OnUpdate(GameState::Paused)),
        hide_menu.in_schedule(OnExit(GameState::Paused)),
    ))
```

## Solution

Add the traits `IntoSystemAppConfig{s}`, which provide the extension methods necessary for configuring which schedule a system belongs to. These extension methods return `IntoSystemAppConfig{s}`, which `App::add_system{s}` uses to choose which schedule to add systems to.

---

## Changelog

+ Added the extension methods `in_schedule(label)` and  `on_startup()` for configuring the schedule a system belongs to.

## Future Work

* Replace all uses of `add_startup_system` in the engine.
* Deprecate this method
2023-02-24 18:33:55 +00:00

96 lines
3.1 KiB
Rust

//! In this example we generate a new texture atlas (sprite sheet) from a folder containing
//! individual sprites.
use bevy::{asset::LoadState, prelude::*};
fn main() {
App::new()
.init_resource::<RpgSpriteHandles>()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
.add_state::<AppState>()
.add_system(load_textures.in_schedule(OnEnter(AppState::Setup)))
.add_system(check_textures.in_set(OnUpdate(AppState::Setup)))
.add_system(setup.in_schedule(OnEnter(AppState::Finished)))
.run();
}
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash)]
enum AppState {
#[default]
Setup,
Finished,
}
impl States for AppState {
type Iter = std::array::IntoIter<AppState, 2>;
fn variants() -> Self::Iter {
[AppState::Setup, AppState::Finished].into_iter()
}
}
#[derive(Resource, Default)]
struct RpgSpriteHandles {
handles: Vec<HandleUntyped>,
}
fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
}
fn check_textures(
mut next_state: ResMut<NextState<AppState>>,
rpg_sprite_handles: ResMut<RpgSpriteHandles>,
asset_server: Res<AssetServer>,
) {
if let LoadState::Loaded = asset_server
.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id()))
{
next_state.set(AppState::Finished);
}
}
fn setup(
mut commands: Commands,
rpg_sprite_handles: Res<RpgSpriteHandles>,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut textures: ResMut<Assets<Image>>,
) {
let mut texture_atlas_builder = TextureAtlasBuilder::default();
for handle in &rpg_sprite_handles.handles {
let handle = handle.typed_weak();
let Some(texture) = textures.get(&handle) else {
warn!("{:?} did not resolve to an `Image` asset.", asset_server.get_handle_path(handle));
continue;
};
texture_atlas_builder.add_texture(handle, texture);
}
let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
let texture_atlas_texture = texture_atlas.texture.clone();
let vendor_handle = asset_server.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png");
let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
let atlas_handle = texture_atlases.add(texture_atlas);
// set up a scene to display our texture atlas
commands.spawn(Camera2dBundle::default());
// draw a sprite from the atlas
commands.spawn(SpriteSheetBundle {
transform: Transform {
translation: Vec3::new(150.0, 0.0, 0.0),
scale: Vec3::splat(4.0),
..default()
},
sprite: TextureAtlasSprite::new(vendor_index),
texture_atlas: atlas_handle,
..default()
});
// draw the atlas itself
commands.spawn(SpriteBundle {
texture: texture_atlas_texture,
transform: Transform::from_xyz(-300.0, 0.0, 0.0),
..default()
});
}