# Objective - Build on #6336 for more plugin configurations ## Solution - `LogSettings`, `ImageSettings` and `DefaultTaskPoolOptions` are now plugins settings rather than resources --- ## Changelog - `LogSettings` plugin settings have been move to `LogPlugin`, `ImageSettings` to `ImagePlugin` and `DefaultTaskPoolOptions` to `CorePlugin` ## Migration Guide The `LogSettings` settings have been moved from a resource to `LogPlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(LogSettings { level: Level::DEBUG, filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(), }) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(LogPlugin { level: Level::DEBUG, filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(), })) ``` The `ImageSettings` settings have been moved from a resource to `ImagePlugin` configuration: ```rust // Old (Bevy 0.8) app .insert_resource(ImageSettings::default_nearest()) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) ``` The `DefaultTaskPoolOptions` settings have been moved from a resource to `CorePlugin::task_pool_options`: ```rust // Old (Bevy 0.8) app .insert_resource(DefaultTaskPoolOptions::with_num_threads(4)) .add_plugins(DefaultPlugins) // New (Bevy 0.9) app.add_plugins(DefaultPlugins.set(CorePlugin { task_pool_options: TaskPoolOptions::with_num_threads(4), })) ```
		
			
				
	
	
		
			54 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			54 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
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//! into a texture atlas, and changing the displayed image periodically.
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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(ImagePlugin::default_nearest())) // prevents blurry sprites
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        .add_startup_system(setup)
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        .add_system(animate_sprite)
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        .run();
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}
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#[derive(Component, Deref, DerefMut)]
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struct AnimationTimer(Timer);
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fn animate_sprite(
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    time: Res<Time>,
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    texture_atlases: Res<Assets<TextureAtlas>>,
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    mut query: Query<(
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        &mut AnimationTimer,
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        &mut TextureAtlasSprite,
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        &Handle<TextureAtlas>,
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    )>,
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) {
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    for (mut timer, mut sprite, texture_atlas_handle) in &mut query {
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        timer.tick(time.delta());
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        if timer.just_finished() {
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            let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
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            sprite.index = (sprite.index + 1) % texture_atlas.textures.len();
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        }
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    }
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}
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fn setup(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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) {
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    let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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    let texture_atlas =
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        TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, None, None);
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    let texture_atlas_handle = texture_atlases.add(texture_atlas);
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    commands.spawn(Camera2dBundle::default());
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    commands.spawn((
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        SpriteSheetBundle {
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            texture_atlas: texture_atlas_handle,
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            transform: Transform::from_scale(Vec3::splat(6.0)),
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            ..default()
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        },
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        AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
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    ));
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}
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