79 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			79 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{
 | 
						|
    asset::{HandleId, LoadState},
 | 
						|
    prelude::*,
 | 
						|
    sprite::TextureAtlasBuilder,
 | 
						|
};
 | 
						|
 | 
						|
/// In this example we generate a new texture atlas (sprite sheet) from a folder containing individual sprites
 | 
						|
fn main() {
 | 
						|
    App::build()
 | 
						|
        .init_resource::<RpgSpriteHandles>()
 | 
						|
        .add_default_plugins()
 | 
						|
        .add_startup_system(setup.system())
 | 
						|
        .add_system(load_atlas.system())
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Default)]
 | 
						|
pub struct RpgSpriteHandles {
 | 
						|
    handles: Vec<HandleId>,
 | 
						|
    atlas_loaded: bool,
 | 
						|
}
 | 
						|
 | 
						|
fn setup(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
 | 
						|
    rpg_sprite_handles.handles = asset_server
 | 
						|
        .load_asset_folder("assets/textures/rpg")
 | 
						|
        .unwrap();
 | 
						|
}
 | 
						|
 | 
						|
fn load_atlas(
 | 
						|
    mut commands: Commands,
 | 
						|
    mut rpg_sprite_handles: ResMut<RpgSpriteHandles>,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
 | 
						|
    mut textures: ResMut<Assets<Texture>>,
 | 
						|
    mut materials: ResMut<Assets<ColorMaterial>>,
 | 
						|
) {
 | 
						|
    if rpg_sprite_handles.atlas_loaded {
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    let mut texture_atlas_builder = TextureAtlasBuilder::default();
 | 
						|
    if let Some(LoadState::Loaded(_)) =
 | 
						|
        asset_server.get_group_load_state(&rpg_sprite_handles.handles)
 | 
						|
    {
 | 
						|
        for texture_id in rpg_sprite_handles.handles.iter() {
 | 
						|
            let handle = Handle::from_id(*texture_id);
 | 
						|
            let texture = textures.get(&handle).unwrap();
 | 
						|
            texture_atlas_builder.add_texture(handle, &texture);
 | 
						|
        }
 | 
						|
 | 
						|
        let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
 | 
						|
        let texture_atlas_texture = texture_atlas.texture;
 | 
						|
        let vendor_handle = asset_server
 | 
						|
            .get_handle("assets/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(Camera2dComponents::default())
 | 
						|
            // draw a sprite from the atlas
 | 
						|
            .spawn(SpriteSheetComponents {
 | 
						|
                transform: Transform::from_scale(4.0).with_translation(Vec3::new(150.0, 0.0, 0.0)),
 | 
						|
                sprite: TextureAtlasSprite::new(vendor_index as u32),
 | 
						|
                texture_atlas: atlas_handle,
 | 
						|
                ..Default::default()
 | 
						|
            })
 | 
						|
            // draw the atlas itself
 | 
						|
            .spawn(SpriteComponents {
 | 
						|
                material: materials.add(texture_atlas_texture.into()),
 | 
						|
                transform: Transform::from_translation(Vec3::new(-300.0, 0.0, 0.0)),
 | 
						|
                ..Default::default()
 | 
						|
            });
 | 
						|
 | 
						|
        rpg_sprite_handles.atlas_loaded = true;
 | 
						|
    }
 | 
						|
}
 |