# Objective Fixes #16104 ## Solution I removed all instances of `:?` and put them back one by one where it caused an error. I removed some bevy_utils helper functions that were only used in 2 places and don't add value. See: #11478 ## Testing CI should catch the mistakes ## Migration Guide `bevy::utils::{dbg,info,warn,error}` were removed. Use `bevy::utils::tracing::{debug,info,warn,error}` instead. --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
		
			
				
	
	
		
			290 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			290 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! In this example we generate four texture atlases (sprite sheets) from a folder containing
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//! individual sprites.
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//!
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//! The texture atlases are generated with different padding and sampling to demonstrate the
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//! effect of these settings, and how bleeding issues can be resolved by padding the sprites.
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//!
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//! Only one padded and one unpadded texture atlas are rendered to the screen.
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//! An upscaled sprite from each of the four atlases are rendered to the screen.
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use bevy::{asset::LoadedFolder, image::ImageSampler, prelude::*};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // fallback to nearest sampling
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        .init_state::<AppState>()
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        .add_systems(OnEnter(AppState::Setup), load_textures)
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        .add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
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        .add_systems(OnEnter(AppState::Finished), setup)
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        .run();
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}
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#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, States)]
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enum AppState {
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    #[default]
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    Setup,
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    Finished,
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}
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#[derive(Resource, Default)]
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struct RpgSpriteFolder(Handle<LoadedFolder>);
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fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // load multiple, individual sprites from a folder
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    commands.insert_resource(RpgSpriteFolder(asset_server.load_folder("textures/rpg")));
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}
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fn check_textures(
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    mut next_state: ResMut<NextState<AppState>>,
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    rpg_sprite_folder: Res<RpgSpriteFolder>,
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    mut events: EventReader<AssetEvent<LoadedFolder>>,
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) {
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    // Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
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    for event in events.read() {
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        if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) {
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            next_state.set(AppState::Finished);
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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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    rpg_sprite_handles: Res<RpgSpriteFolder>,
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    asset_server: Res<AssetServer>,
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    mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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    loaded_folders: Res<Assets<LoadedFolder>>,
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    mut textures: ResMut<Assets<Image>>,
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) {
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    let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
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    // create texture atlases with different padding and sampling
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    let (texture_atlas_linear, linear_sources, linear_texture) = create_texture_atlas(
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        loaded_folder,
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        None,
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        Some(ImageSampler::linear()),
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        &mut textures,
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    );
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    let atlas_linear_handle = texture_atlases.add(texture_atlas_linear);
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    let (texture_atlas_nearest, nearest_sources, nearest_texture) = create_texture_atlas(
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        loaded_folder,
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        None,
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        Some(ImageSampler::nearest()),
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        &mut textures,
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    );
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    let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);
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    let (texture_atlas_linear_padded, linear_padded_sources, linear_padded_texture) =
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        create_texture_atlas(
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            loaded_folder,
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            Some(UVec2::new(6, 6)),
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            Some(ImageSampler::linear()),
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            &mut textures,
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        );
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    let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());
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    let (texture_atlas_nearest_padded, nearest_padded_sources, nearest_padded_texture) =
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        create_texture_atlas(
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            loaded_folder,
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            Some(UVec2::new(6, 6)),
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            Some(ImageSampler::nearest()),
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            &mut textures,
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        );
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    let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);
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    // setup 2d scene
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    commands.spawn(Camera2d);
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    // padded textures are to the right, unpadded to the left
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    // draw unpadded texture atlas
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    commands.spawn((
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        Sprite::from_image(linear_texture.clone()),
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        Transform {
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            translation: Vec3::new(-250.0, -130.0, 0.0),
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            scale: Vec3::splat(0.8),
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            ..default()
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        },
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    ));
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    // draw padded texture atlas
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    commands.spawn((
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        Sprite::from_image(linear_padded_texture.clone()),
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        Transform {
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            translation: Vec3::new(250.0, -130.0, 0.0),
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            scale: Vec3::splat(0.8),
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            ..default()
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        },
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    ));
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    let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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    // padding label text style
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    let text_style: TextFont = TextFont {
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        font: font.clone(),
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        font_size: 42.0,
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        ..default()
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    };
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    // labels to indicate padding
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    // No padding
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    create_label(
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        &mut commands,
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        (-250.0, 330.0, 0.0),
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        "No padding",
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        text_style.clone(),
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    );
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    // Padding
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    create_label(&mut commands, (250.0, 330.0, 0.0), "Padding", text_style);
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    // get handle to a sprite to render
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    let vendor_handle: Handle<Image> = asset_server
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        .get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
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        .unwrap();
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    // configuration array to render sprites through iteration
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    let configurations: [(
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        &str,
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        Handle<TextureAtlasLayout>,
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        TextureAtlasSources,
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        Handle<Image>,
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        f32,
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    ); 4] = [
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        (
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            "Linear",
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            atlas_linear_handle,
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            linear_sources,
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            linear_texture,
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            -350.0,
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        ),
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        (
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            "Nearest",
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            atlas_nearest_handle,
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            nearest_sources,
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            nearest_texture,
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            -150.0,
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        ),
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        (
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            "Linear",
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            atlas_linear_padded_handle,
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            linear_padded_sources,
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            linear_padded_texture,
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            150.0,
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        ),
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        (
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            "Nearest",
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            atlas_nearest_padded_handle,
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            nearest_padded_sources,
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            nearest_padded_texture,
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            350.0,
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        ),
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    ];
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    // label text style
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    let sampling_label_style = TextFont {
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        font,
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        font_size: 25.0,
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        ..default()
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    };
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    let base_y = 170.0; // y position of the sprites
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    for (sampling, atlas_handle, atlas_sources, atlas_texture, x) in configurations {
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        // render a sprite from the texture_atlas
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        create_sprite_from_atlas(
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            &mut commands,
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            (x, base_y, 0.0),
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            atlas_texture,
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            atlas_sources,
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            atlas_handle,
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            &vendor_handle,
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        );
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        // render a label to indicate the sampling setting
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        create_label(
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            &mut commands,
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            (x, base_y + 110.0, 0.0), // offset to y position of the sprite
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            sampling,
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            sampling_label_style.clone(),
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        );
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    }
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}
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/// Create a texture atlas with the given padding and sampling settings
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/// from the individual sprites in the given folder.
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fn create_texture_atlas(
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    folder: &LoadedFolder,
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    padding: Option<UVec2>,
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    sampling: Option<ImageSampler>,
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    textures: &mut ResMut<Assets<Image>>,
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) -> (TextureAtlasLayout, TextureAtlasSources, Handle<Image>) {
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    // Build a texture atlas using the individual sprites
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    let mut texture_atlas_builder = TextureAtlasBuilder::default();
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    texture_atlas_builder.padding(padding.unwrap_or_default());
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    for handle in folder.handles.iter() {
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        let id = handle.id().typed_unchecked::<Image>();
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        let Some(texture) = textures.get(id) else {
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            warn!(
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                "{} did not resolve to an `Image` asset.",
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                handle.path().unwrap()
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            );
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            continue;
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        };
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        texture_atlas_builder.add_texture(Some(id), texture);
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    }
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    let (texture_atlas_layout, texture_atlas_sources, texture) =
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        texture_atlas_builder.build().unwrap();
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    let texture = textures.add(texture);
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    // Update the sampling settings of the texture atlas
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    let image = textures.get_mut(&texture).unwrap();
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    image.sampler = sampling.unwrap_or_default();
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    (texture_atlas_layout, texture_atlas_sources, texture)
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}
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/// Create and spawn a sprite from a texture atlas
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fn create_sprite_from_atlas(
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    commands: &mut Commands,
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    translation: (f32, f32, f32),
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    atlas_texture: Handle<Image>,
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    atlas_sources: TextureAtlasSources,
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    atlas_handle: Handle<TextureAtlasLayout>,
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    vendor_handle: &Handle<Image>,
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) {
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    commands.spawn((
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        Transform {
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            translation: Vec3::new(translation.0, translation.1, translation.2),
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            scale: Vec3::splat(3.0),
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            ..default()
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        },
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        Sprite::from_atlas_image(
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            atlas_texture,
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            atlas_sources.handle(atlas_handle, vendor_handle).unwrap(),
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        ),
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    ));
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}
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/// Create and spawn a label (text)
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fn create_label(
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    commands: &mut Commands,
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    translation: (f32, f32, f32),
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    text: &str,
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    text_style: TextFont,
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) {
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    commands.spawn((
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        Text2d::new(text),
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        text_style,
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        TextLayout::new_with_justify(JustifyText::Center),
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        Transform {
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            translation: Vec3::new(translation.0, translation.1, translation.2),
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            ..default()
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        },
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    ));
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}
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