86 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{asset::LoadState, prelude::*, sprite::TextureAtlasBuilder};
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/// In this example we generate a new texture atlas (sprite sheet) from a folder containing individual sprites
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fn main() {
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    App::build()
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        .init_resource::<RpgSpriteHandles>()
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        .add_plugins(DefaultPlugins)
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        .add_resource(State::new(AppState::Setup))
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        .add_stage_after(stage::UPDATE, STAGE, StateStage::<AppState>::default())
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        .on_state_enter(STAGE, AppState::Setup, load_textures.system())
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        .on_state_update(STAGE, AppState::Setup, check_textures.system())
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        .on_state_enter(STAGE, AppState::Finshed, setup.system())
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        .run();
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}
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const STAGE: &str = "app_state";
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#[derive(Clone)]
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enum AppState {
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    Setup,
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    Finshed,
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}
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#[derive(Default)]
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struct RpgSpriteHandles {
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    handles: Vec<HandleUntyped>,
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}
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fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
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    rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
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}
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fn check_textures(
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    mut state: ResMut<State<AppState>>,
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    rpg_sprite_handles: ResMut<RpgSpriteHandles>,
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    asset_server: Res<AssetServer>,
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) {
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    if let LoadState::Loaded =
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        asset_server.get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id))
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    {
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        state.set_next(AppState::Finshed).unwrap();
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    }
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}
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fn setup(
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    commands: &mut Commands,
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    rpg_sprite_handles: Res<RpgSpriteHandles>,
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    asset_server: Res<AssetServer>,
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    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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    mut textures: ResMut<Assets<Texture>>,
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    mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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    let mut texture_atlas_builder = TextureAtlasBuilder::default();
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    for handle in rpg_sprite_handles.handles.iter() {
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        let texture = textures.get(handle).unwrap();
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        texture_atlas_builder.add_texture(handle.clone_weak().typed::<Texture>(), texture);
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    }
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    let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
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    let texture_atlas_texture = texture_atlas.texture.clone();
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    let vendor_handle = asset_server.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png");
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    let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
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    let atlas_handle = texture_atlases.add(texture_atlas);
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    // set up a scene to display our texture atlas
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    commands
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        .spawn(Camera2dBundle::default())
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        // draw a sprite from the atlas
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        .spawn(SpriteSheetBundle {
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            transform: Transform {
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                translation: Vec3::new(150.0, 0.0, 0.0),
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                scale: Vec3::splat(4.0),
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                ..Default::default()
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            },
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            sprite: TextureAtlasSprite::new(vendor_index as u32),
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            texture_atlas: atlas_handle,
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            ..Default::default()
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        })
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        // draw the atlas itself
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        .spawn(SpriteBundle {
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            material: materials.add(texture_atlas_texture.into()),
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            transform: Transform::from_xyz(-300.0, 0.0, 0.0),
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            ..Default::default()
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        });
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}
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