forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathtexture_atlas.rs
95 lines (85 loc) · 3.23 KB
/
texture_atlas.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
//! In this example we generate a new texture atlas (sprite sheet) from a folder containing
//! individual sprites.
use bevy::{asset::LoadedFolder, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
.add_state::<AppState>()
.add_systems(OnEnter(AppState::Setup), load_textures)
.add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
.add_systems(OnEnter(AppState::Finished), setup)
.run();
}
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, States)]
enum AppState {
#[default]
Setup,
Finished,
}
#[derive(Resource, Default)]
struct RpgSpriteFolder(Handle<LoadedFolder>);
fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
// load multiple, individual sprites from a folder
commands.insert_resource(RpgSpriteFolder(asset_server.load_folder("textures/rpg")));
}
fn check_textures(
mut next_state: ResMut<NextState<AppState>>,
rpg_sprite_folder: ResMut<RpgSpriteFolder>,
mut events: EventReader<AssetEvent<LoadedFolder>>,
) {
// Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
for event in events.read() {
if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) {
next_state.set(AppState::Finished);
}
}
}
fn setup(
mut commands: Commands,
rpg_sprite_handles: Res<RpgSpriteFolder>,
asset_server: Res<AssetServer>,
loaded_folders: Res<Assets<LoadedFolder>>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut textures: ResMut<Assets<Image>>,
) {
// Build a `TextureAtlas` using the individual sprites
let mut texture_atlas_builder = TextureAtlasBuilder::default();
let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
for handle in loaded_folder.handles.iter() {
let id = handle.id().typed_unchecked::<Image>();
let Some(texture) = textures.get(id) else {
warn!(
"{:?} did not resolve to an `Image` asset.",
handle.path().unwrap()
);
continue;
};
texture_atlas_builder.add_texture(id, texture);
}
let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
let texture_atlas_texture = texture_atlas.texture.clone();
let vendor_handle = asset_server
.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();
let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
let atlas_handle = texture_atlases.add(texture_atlas);
// set up a scene to display our texture atlas
commands.spawn(Camera2dBundle::default());
// draw a sprite from the atlas
commands.spawn(SpriteSheetBundle {
transform: Transform {
translation: Vec3::new(150.0, 0.0, 0.0),
scale: Vec3::splat(4.0),
..default()
},
sprite: TextureAtlasSprite::new(vendor_index),
texture_atlas: atlas_handle,
..default()
});
// draw the atlas itself
commands.spawn(SpriteBundle {
texture: texture_atlas_texture,
transform: Transform::from_xyz(-300.0, 0.0, 0.0),
..default()
});
}