bevy/examples/2d/transparency_2d.rs
Emerson Coskey 7d40e3ec87
Migrate bevy_sprite to required components (#15489)
# 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.
2024-10-09 16:17:26 +00:00

36 lines
1,012 B
Rust

//! Demonstrates how to use transparency in 2D.
//! Shows 3 bevy logos on top of each other, each with a different amount of transparency.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let sprite_handle = asset_server.load("branding/icon.png");
commands.spawn(Sprite::from_image(sprite_handle.clone()));
commands.spawn((
Sprite {
image: sprite_handle.clone(),
// Alpha channel of the color controls transparency.
color: Color::srgba(0.0, 0.0, 1.0, 0.7),
..default()
},
Transform::from_xyz(100.0, 0.0, 0.0),
));
commands.spawn((
Sprite {
image: sprite_handle,
color: Color::srgba(0.0, 1.0, 0.0, 0.3),
..default()
},
Transform::from_xyz(200.0, 0.0, 0.0),
));
}