# 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.
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Displays a single [`Sprite`] tiled in a grid, with a scaling animation
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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, animate)
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        .run();
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}
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#[derive(Resource)]
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struct AnimationState {
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    min: f32,
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    max: f32,
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    current: f32,
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    speed: f32,
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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.insert_resource(AnimationState {
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        min: 128.0,
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        max: 512.0,
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        current: 128.0,
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        speed: 50.0,
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    });
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    commands.spawn((
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        Sprite::from_image(asset_server.load("branding/icon.png")),
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        ImageScaleMode::Tiled {
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            tile_x: true,
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            tile_y: true,
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            stretch_value: 0.5, // The image will tile every 128px
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        },
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    ));
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}
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fn animate(mut sprites: Query<&mut Sprite>, mut state: ResMut<AnimationState>, time: Res<Time>) {
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    if state.current >= state.max || state.current <= state.min {
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        state.speed = -state.speed;
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    };
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    state.current += state.speed * time.delta_seconds();
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    for mut sprite in &mut sprites {
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        sprite.custom_size = Some(Vec2::splat(state.current));
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    }
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}
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