mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
c110b10367
# Objective A couple issues with this example are evident from this screenshot of the example showcase: <img width="319" alt="image" src="https://github.com/bevyengine/bevy/assets/200550/5325bb29-9576-4989-a5a3-a972c8bbf1af"> - The images are misaligned, closer to the right edge of the screen - The example uses a custom window resolution with a different aspect ratio from the default, which results in black bars ## Solution - Use the default window size - Adjust positions so that things are centered This isn't really fixing a problem, but I also: - Used the default font size and adjusted the text labels and gaps so that everything still fits Which is how I got here in the first place (one less font size to adjust for the cosmic text PR). ## Before <img width="1350" alt="Screenshot 2024-06-20 at 12 23 10 PM" src="https://github.com/bevyengine/bevy/assets/200550/1c7cfcfe-7edc-4561-a4e7-9b3bc8f87f75"> ## After <img width="1280" alt="Screenshot 2024-06-20 at 12 23 30 PM" src="https://github.com/bevyengine/bevy/assets/200550/abab8a46-4e11-4ee6-a407-ae3b8bf31975">
129 lines
4 KiB
Rust
129 lines
4 KiB
Rust
//! Showcases sprite 9 slice scaling and tiling features, enabling usage of
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//! sprites in multiple resolutions while keeping it in proportion
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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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.run();
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}
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fn spawn_sprites(
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commands: &mut Commands,
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texture_handle: Handle<Image>,
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mut position: Vec3,
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slice_border: f32,
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style: TextStyle,
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gap: f32,
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) {
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let cases = [
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// Reference sprite
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("Original", style.clone(), Vec2::splat(100.0), None),
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// Scaled regular sprite
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("Stretched", style.clone(), Vec2::new(100.0, 200.0), None),
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// Stretched Scaled sliced sprite
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(
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"With Slicing",
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style.clone(),
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Vec2::new(100.0, 200.0),
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Some(ImageScaleMode::Sliced(TextureSlicer {
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border: BorderRect::square(slice_border),
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center_scale_mode: SliceScaleMode::Stretch,
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..default()
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})),
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),
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// Scaled sliced sprite
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(
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"With Tiling",
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style.clone(),
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Vec2::new(100.0, 200.0),
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Some(ImageScaleMode::Sliced(TextureSlicer {
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border: BorderRect::square(slice_border),
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center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.5 },
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sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
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..default()
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})),
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),
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// Scaled sliced sprite horizontally
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(
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"With Tiling",
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style.clone(),
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Vec2::new(300.0, 200.0),
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Some(ImageScaleMode::Sliced(TextureSlicer {
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border: BorderRect::square(slice_border),
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center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
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sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.3 },
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..default()
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})),
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),
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// Scaled sliced sprite horizontally with max scale
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(
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"With Corners Constrained",
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style,
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Vec2::new(300.0, 200.0),
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Some(ImageScaleMode::Sliced(TextureSlicer {
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border: BorderRect::square(slice_border),
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center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.1 },
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sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
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max_corner_scale: 0.2,
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})),
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),
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];
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for (label, text_style, size, scale_mode) in cases {
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position.x += 0.5 * size.x;
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let mut cmd = commands.spawn(SpriteBundle {
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transform: Transform::from_translation(position),
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texture: texture_handle.clone(),
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sprite: Sprite {
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custom_size: Some(size),
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..default()
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},
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..default()
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});
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if let Some(scale_mode) = scale_mode {
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cmd.insert(scale_mode);
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}
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cmd.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text::from_section(label, text_style).with_justify(JustifyText::Center),
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transform: Transform::from_xyz(0., -0.5 * size.y - 10., 0.0),
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text_anchor: bevy::sprite::Anchor::TopCenter,
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..default()
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});
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});
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position.x += 0.5 * size.x + gap;
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}
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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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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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let style = TextStyle {
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font: font.clone(),
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..default()
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};
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// Load textures
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let handle_1 = asset_server.load("textures/slice_square.png");
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let handle_2 = asset_server.load("textures/slice_square_2.png");
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spawn_sprites(
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&mut commands,
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handle_1,
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Vec3::new(-600.0, 200.0, 0.0),
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200.0,
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style.clone(),
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40.,
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);
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spawn_sprites(
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&mut commands,
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handle_2,
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Vec3::new(-600.0, -200.0, 0.0),
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80.0,
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style,
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40.,
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);
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}
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