mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
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
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins)
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, animate)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource)]
|
|
struct AnimationState {
|
|
min: f32,
|
|
max: f32,
|
|
current: f32,
|
|
speed: f32,
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn(Camera2dBundle::default());
|
|
commands.insert_resource(AnimationState {
|
|
min: 128.0,
|
|
max: 512.0,
|
|
current: 128.0,
|
|
speed: 50.0,
|
|
});
|
|
commands.spawn((
|
|
SpriteBundle {
|
|
texture: asset_server.load("branding/icon.png"),
|
|
..default()
|
|
},
|
|
ImageScaleMode::Tiled {
|
|
tile_x: true,
|
|
tile_y: true,
|
|
stretch_value: 0.5, // The image will tile every 128px
|
|
},
|
|
));
|
|
}
|
|
|
|
fn animate(mut sprites: Query<&mut Sprite>, mut state: ResMut<AnimationState>, time: Res<Time>) {
|
|
if state.current >= state.max || state.current <= state.min {
|
|
state.speed = -state.speed;
|
|
};
|
|
state.current += state.speed * time.delta_seconds();
|
|
for mut sprite in &mut sprites {
|
|
sprite.custom_size = Some(Vec2::splat(state.current));
|
|
}
|
|
}
|