# 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.
		
			
				
	
	
		
			144 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			144 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders a lot of animated sprites to allow performance testing.
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//!
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//! This example sets up many animated sprites in different sizes, rotations, and scales in the world.
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//! It also moves the camera over them to see how well frustum culling works.
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use std::time::Duration;
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use bevy::{
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    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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    prelude::*,
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    window::{PresentMode, WindowResolution},
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    winit::{UpdateMode, WinitSettings},
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};
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use rand::Rng;
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const CAMERA_SPEED: f32 = 1000.0;
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fn main() {
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    App::new()
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        // Since this is also used as a benchmark, we want it to display performance data.
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        .add_plugins((
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            LogDiagnosticsPlugin::default(),
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            FrameTimeDiagnosticsPlugin,
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            DefaultPlugins.set(WindowPlugin {
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                primary_window: Some(Window {
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                    present_mode: PresentMode::AutoNoVsync,
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                    resolution: WindowResolution::new(1920.0, 1080.0)
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                        .with_scale_factor_override(1.0),
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                    ..default()
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                }),
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                ..default()
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            }),
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        ))
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        .insert_resource(WinitSettings {
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            focused_mode: UpdateMode::Continuous,
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            unfocused_mode: UpdateMode::Continuous,
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        })
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        .add_systems(Startup, setup)
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        .add_systems(
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            Update,
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            (
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                animate_sprite,
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                print_sprite_count,
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                move_camera.after(print_sprite_count),
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            ),
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        )
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    assets: Res<AssetServer>,
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    mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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) {
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    warn!(include_str!("warning_string.txt"));
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    let mut rng = rand::thread_rng();
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    let tile_size = Vec2::splat(64.0);
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    let map_size = Vec2::splat(320.0);
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    let half_x = (map_size.x / 2.0) as i32;
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    let half_y = (map_size.y / 2.0) as i32;
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    let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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    let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
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    let texture_atlas_handle = texture_atlases.add(texture_atlas);
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    // Spawns the camera
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    commands.spawn(Camera2d);
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    // Builds and spawns the sprites
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    for y in -half_y..half_y {
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        for x in -half_x..half_x {
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            let position = Vec2::new(x as f32, y as f32);
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            let translation = (position * tile_size).extend(rng.gen::<f32>());
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            let rotation = Quat::from_rotation_z(rng.gen::<f32>());
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            let scale = Vec3::splat(rng.gen::<f32>() * 2.0);
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            let mut timer = Timer::from_seconds(0.1, TimerMode::Repeating);
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            timer.set_elapsed(Duration::from_secs_f32(rng.gen::<f32>()));
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            commands.spawn((
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                Sprite {
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                    image: texture_handle.clone(),
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                    custom_size: Some(tile_size),
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                    ..default()
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                },
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                Transform {
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                    translation,
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                    rotation,
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                    scale,
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                },
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                TextureAtlas::from(texture_atlas_handle.clone()),
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                AnimationTimer(timer),
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            ));
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        }
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    }
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}
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// System for rotating and translating the camera
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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    let mut camera_transform = camera_query.single_mut();
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    camera_transform.rotate(Quat::from_rotation_z(time.delta_seconds() * 0.5));
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    *camera_transform = *camera_transform
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        * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_seconds());
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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<TextureAtlasLayout>>,
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    mut query: Query<(&mut AnimationTimer, &mut TextureAtlas)>,
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) {
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    for (mut timer, mut sheet) in query.iter_mut() {
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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(&sheet.layout).unwrap();
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            sheet.index = (sheet.index + 1) % texture_atlas.textures.len();
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        }
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    }
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}
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#[derive(Deref, DerefMut)]
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struct PrintingTimer(Timer);
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impl Default for PrintingTimer {
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    fn default() -> Self {
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        Self(Timer::from_seconds(1.0, TimerMode::Repeating))
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    }
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}
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// System for printing the number of sprites on every tick of the timer
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fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
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    timer.tick(time.delta());
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    if timer.just_finished() {
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        info!("Sprites: {}", sprites.iter().count());
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    }
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}
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