bevy/examples/2d/texture_atlas.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

83 lines
2.8 KiB
Rust

//! In this example we generate a new texture atlas (sprite sheet) from a folder containing
//! individual sprites.
use bevy::{asset::LoadState, prelude::*};
fn main() {
App::new()
.init_resource::<RpgSpriteHandles>()
.add_plugins(DefaultPlugins)
.add_state(AppState::Setup)
.add_system_set(SystemSet::on_enter(AppState::Setup).with_system(load_textures))
.add_system_set(SystemSet::on_update(AppState::Setup).with_system(check_textures))
.add_system_set(SystemSet::on_enter(AppState::Finished).with_system(setup))
.run();
}
#[derive(Debug, Clone, PartialEq, Eq, Hash)]
enum AppState {
Setup,
Finished,
}
#[derive(Default)]
struct RpgSpriteHandles {
handles: Vec<HandleUntyped>,
}
fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
}
fn check_textures(
mut state: ResMut<State<AppState>>,
rpg_sprite_handles: ResMut<RpgSpriteHandles>,
asset_server: Res<AssetServer>,
) {
if let LoadState::Loaded =
asset_server.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id))
{
state.set(AppState::Finished).unwrap();
}
}
fn setup(
mut commands: Commands,
rpg_sprite_handles: Res<RpgSpriteHandles>,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut textures: ResMut<Assets<Image>>,
) {
let mut texture_atlas_builder = TextureAtlasBuilder::default();
for handle in &rpg_sprite_handles.handles {
let texture = textures.get(handle).unwrap();
texture_atlas_builder.add_texture(handle.clone_weak().typed::<Image>(), 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");
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_bundle(OrthographicCameraBundle::new_2d());
// draw a sprite from the atlas
commands.spawn_bundle(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_bundle(SpriteBundle {
texture: texture_atlas_texture,
transform: Transform::from_xyz(-300.0, 0.0, 0.0),
..default()
});
}