# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
		
			
				
	
	
		
			44 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders a 2D scene containing a single, moving sprite.
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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)
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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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    Up,
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    Down,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn(Camera2d);
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    commands.spawn((
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        Sprite::from_image(asset_server.load("branding/icon.png")),
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        Transform::from_xyz(100., 0., 0.),
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        Direction::Up,
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    ));
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}
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/// The sprite is animated by changing its translation depending on the time that has passed since
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/// the last frame.
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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::Up => transform.translation.y += 150. * time.delta_seconds(),
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            Direction::Down => transform.translation.y -= 150. * time.delta_seconds(),
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        }
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        if transform.translation.y > 200. {
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            *logo = Direction::Down;
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        } else if transform.translation.y < -200. {
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            *logo = Direction::Up;
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        }
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    }
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}
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