mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
6e83439a06
# Objective After the `TextureAtlas` changes that landed in 0.13, `SpriteSheetBundle` is equivalent to `TextureAtlas` + `SpriteBundle` and `AtlasImageBundle` is equivalent to `TextureAtlas` + `ImageBundle`. As such, the atlas bundles aren't particularly useful / necessary additions to the API anymore. In addition, atlas bundles are inconsistent with `ImageScaleMode` (also introduced in 0.13) which doesn't have its own version of each image bundle. ## Solution Deprecate `SpriteSheetBundle` and `AtlasImageBundle` in favor of including `TextureAtlas` as a separate component alongside `SpriteBundle` and `ImageBundle`, respectively. --- ## Changelog - Deprecated `SpriteSheetBundle` and `AtlasImageBundle`. ## Migration Guide - `SpriteSheetBundle` has been deprecated. Use `TextureAtlas` alongside a `SpriteBundle` instead. - `AtlasImageBundle` has been deprecated. Use `TextureAtlas` alongside an `ImageBundle` instead.
148 lines
4.7 KiB
Rust
148 lines
4.7 KiB
Rust
//! Renders a lot of animated sprites to allow performance testing.
|
|
//!
|
|
//! This example sets up many animated sprites in different sizes, rotations, and scales in the world.
|
|
//! It also moves the camera over them to see how well frustum culling works.
|
|
|
|
use std::time::Duration;
|
|
|
|
use bevy::{
|
|
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
math::Quat,
|
|
prelude::*,
|
|
render::camera::Camera,
|
|
window::{PresentMode, WindowResolution},
|
|
winit::{UpdateMode, WinitSettings},
|
|
};
|
|
|
|
use rand::Rng;
|
|
|
|
const CAMERA_SPEED: f32 = 1000.0;
|
|
|
|
fn main() {
|
|
App::new()
|
|
// Since this is also used as a benchmark, we want it to display performance data.
|
|
.add_plugins((
|
|
LogDiagnosticsPlugin::default(),
|
|
FrameTimeDiagnosticsPlugin,
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
present_mode: PresentMode::AutoNoVsync,
|
|
resolution: WindowResolution::new(1920.0, 1080.0)
|
|
.with_scale_factor_override(1.0),
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
))
|
|
.insert_resource(WinitSettings {
|
|
focused_mode: UpdateMode::Continuous,
|
|
unfocused_mode: UpdateMode::Continuous,
|
|
})
|
|
.add_systems(Startup, setup)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
animate_sprite,
|
|
print_sprite_count,
|
|
move_camera.after(print_sprite_count),
|
|
),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
assets: Res<AssetServer>,
|
|
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
|
|
) {
|
|
warn!(include_str!("warning_string.txt"));
|
|
|
|
let mut rng = rand::thread_rng();
|
|
|
|
let tile_size = Vec2::splat(64.0);
|
|
let map_size = Vec2::splat(320.0);
|
|
|
|
let half_x = (map_size.x / 2.0) as i32;
|
|
let half_y = (map_size.y / 2.0) as i32;
|
|
|
|
let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
|
|
let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
|
|
let texture_atlas_handle = texture_atlases.add(texture_atlas);
|
|
|
|
// Spawns the camera
|
|
|
|
commands.spawn(Camera2dBundle::default());
|
|
|
|
// Builds and spawns the sprites
|
|
for y in -half_y..half_y {
|
|
for x in -half_x..half_x {
|
|
let position = Vec2::new(x as f32, y as f32);
|
|
let translation = (position * tile_size).extend(rng.gen::<f32>());
|
|
let rotation = Quat::from_rotation_z(rng.gen::<f32>());
|
|
let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
|
|
let mut timer = Timer::from_seconds(0.1, TimerMode::Repeating);
|
|
timer.set_elapsed(Duration::from_secs_f32(rng.gen::<f32>()));
|
|
|
|
commands.spawn((
|
|
SpriteBundle {
|
|
texture: texture_handle.clone(),
|
|
transform: Transform {
|
|
translation,
|
|
rotation,
|
|
scale,
|
|
},
|
|
sprite: Sprite {
|
|
custom_size: Some(tile_size),
|
|
..default()
|
|
},
|
|
..default()
|
|
},
|
|
TextureAtlas::from(texture_atlas_handle.clone()),
|
|
AnimationTimer(timer),
|
|
));
|
|
}
|
|
}
|
|
}
|
|
|
|
// System for rotating and translating the camera
|
|
fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
|
|
let mut camera_transform = camera_query.single_mut();
|
|
camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
|
|
*camera_transform = *camera_transform
|
|
* Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
|
|
}
|
|
|
|
#[derive(Component, Deref, DerefMut)]
|
|
struct AnimationTimer(Timer);
|
|
|
|
fn animate_sprite(
|
|
time: Res<Time>,
|
|
texture_atlases: Res<Assets<TextureAtlasLayout>>,
|
|
mut query: Query<(&mut AnimationTimer, &mut TextureAtlas)>,
|
|
) {
|
|
for (mut timer, mut sheet) in query.iter_mut() {
|
|
timer.tick(time.delta());
|
|
if timer.just_finished() {
|
|
let texture_atlas = texture_atlases.get(&sheet.layout).unwrap();
|
|
sheet.index = (sheet.index + 1) % texture_atlas.textures.len();
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Deref, DerefMut)]
|
|
struct PrintingTimer(Timer);
|
|
|
|
impl Default for PrintingTimer {
|
|
fn default() -> Self {
|
|
Self(Timer::from_seconds(1.0, TimerMode::Repeating))
|
|
}
|
|
}
|
|
|
|
// System for printing the number of sprites on every tick of the timer
|
|
fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
|
|
timer.tick(time.delta());
|
|
|
|
if timer.just_finished() {
|
|
info!("Sprites: {}", sprites.iter().count());
|
|
}
|
|
}
|