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https://github.com/bevyengine/bevy
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ff9a178818
# Objective Fixes #8367 ## Solution Added a comment explaining why linear filtering is required in this example, with formatting focused specifically on `ImagePlugin` to avoid confusion
49 lines
1.5 KiB
Rust
49 lines
1.5 KiB
Rust
//! Renders a 2D scene containing pixelated bevy logo in a pixel perfect style
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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.set(
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// This sets image filtering to nearest
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// This is done to prevent textures with low resolution (e.g. pixel art) from being blurred
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// by linear filtering.
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ImagePlugin::default_nearest(),
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))
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.add_systems(Startup, setup)
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.add_systems(Update, sprite_movement)
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.run();
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}
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#[derive(Component)]
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enum Direction {
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Left,
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Right,
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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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commands.spawn((
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SpriteBundle {
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texture: asset_server.load("pixel/bevy_pixel_light.png"),
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transform: Transform::from_xyz(100., 0., 0.),
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..default()
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},
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Direction::Right,
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));
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}
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fn sprite_movement(time: Res<Time>, mut sprite_position: Query<(&mut Direction, &mut Transform)>) {
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for (mut logo, mut transform) in &mut sprite_position {
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match *logo {
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Direction::Right => transform.translation.x += 30. * time.delta_seconds(),
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Direction::Left => transform.translation.x -= 30. * time.delta_seconds(),
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}
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if transform.translation.x > 200. {
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*logo = Direction::Left;
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} else if transform.translation.x < -200. {
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*logo = Direction::Right;
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}
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}
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}
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