 ffecb05a0a
			
		
	
	
		ffecb05a0a
		
	
	
	
	
		
			
			This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
		
			
				
	
	
		
			42 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			42 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(animate_sprite_system)
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|         .run();
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| }
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| 
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| fn animate_sprite_system(
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|     time: Res<Time>,
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|     texture_atlases: Res<Assets<TextureAtlas>>,
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|     mut query: Query<(&mut Timer, &mut TextureAtlasSprite, &Handle<TextureAtlas>)>,
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| ) {
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|     for (mut timer, mut sprite, texture_atlas_handle) in query.iter_mut() {
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|         timer.tick(time.delta());
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|         if timer.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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| 
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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 = TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1);
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|     let texture_atlas_handle = texture_atlases.add(texture_atlas);
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|     commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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|     commands
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|         .spawn_bundle(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::default()
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|         })
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|         .insert(Timer::from_seconds(0.1, true));
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| }
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