161 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			161 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates picking for sprites and sprite atlases. The picking backend only tests against the
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| //! sprite bounds, so the sprite atlas can be picked by clicking on its transparent areas.
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| 
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| use bevy::{prelude::*, sprite::Anchor};
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| use std::fmt::Debug;
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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_systems(Startup, (setup, setup_atlas))
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|         .add_systems(Update, (move_sprite, animate_sprite))
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|         .run();
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| }
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| 
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| fn move_sprite(
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|     time: Res<Time>,
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|     mut sprite: Query<&mut Transform, (Without<Sprite>, With<Children>)>,
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| ) {
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|     let t = time.elapsed_seconds() * 0.1;
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|     for mut transform in &mut sprite {
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|         let new = Vec2 {
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|             x: 50.0 * ops::sin(t),
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|             y: 50.0 * ops::sin(t * 2.0),
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|         };
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|         transform.translation.x = new.x;
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|         transform.translation.y = new.y;
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|     }
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| }
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| 
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| /// Set up a scene that tests all sprite anchor types.
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2dBundle::default());
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| 
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|     let len = 128.0;
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|     let sprite_size = Some(Vec2::splat(len / 2.0));
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| 
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|     commands
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|         .spawn(SpatialBundle::default())
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|         .with_children(|commands| {
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|             for (anchor_index, anchor) in [
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|                 Anchor::TopLeft,
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|                 Anchor::TopCenter,
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|                 Anchor::TopRight,
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|                 Anchor::CenterLeft,
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|                 Anchor::Center,
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|                 Anchor::CenterRight,
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|                 Anchor::BottomLeft,
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|                 Anchor::BottomCenter,
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|                 Anchor::BottomRight,
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|                 Anchor::Custom(Vec2::new(0.5, 0.5)),
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|             ]
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|             .iter()
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|             .enumerate()
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|             {
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|                 let i = (anchor_index % 3) as f32;
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|                 let j = (anchor_index / 3) as f32;
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| 
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|                 // spawn black square behind sprite to show anchor point
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|                 commands
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|                     .spawn(SpriteBundle {
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|                         sprite: Sprite {
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|                             custom_size: sprite_size,
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|                             color: Color::BLACK,
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|                             ..default()
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|                         },
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|                         transform: Transform::from_xyz(i * len - len, j * len - len, -1.0),
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|                         ..default()
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|                     })
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|                     .observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
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|                     .observe(recolor_on::<Pointer<Out>>(Color::BLACK))
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|                     .observe(recolor_on::<Pointer<Down>>(Color::srgb(1.0, 1.0, 0.0)))
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|                     .observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 1.0)));
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| 
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|                 commands
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|                     .spawn(SpriteBundle {
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|                         sprite: Sprite {
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|                             custom_size: sprite_size,
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|                             color: Color::srgb(1.0, 0.0, 0.0),
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|                             anchor: anchor.to_owned(),
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|                             ..default()
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|                         },
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|                         texture: asset_server.load("branding/bevy_bird_dark.png"),
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|                         // 3x3 grid of anchor examples by changing transform
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|                         transform: Transform::from_xyz(i * len - len, j * len - len, 0.0)
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|                             .with_scale(Vec3::splat(1.0 + (i - 1.0) * 0.2))
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|                             .with_rotation(Quat::from_rotation_z((j - 1.0) * 0.2)),
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|                         ..default()
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|                     })
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|                     .observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 0.0)))
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|                     .observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 0.0, 0.0)))
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|                     .observe(recolor_on::<Pointer<Down>>(Color::srgb(0.0, 0.0, 1.0)))
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|                     .observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 0.0)));
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|             }
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|         });
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| }
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| 
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| #[derive(Component)]
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| struct AnimationIndices {
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|     first: usize,
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|     last: usize,
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| }
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| 
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| #[derive(Component, Deref, DerefMut)]
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| struct AnimationTimer(Timer);
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| 
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| fn animate_sprite(
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|     time: Res<Time>,
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|     mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
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| ) {
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|     for (indices, mut timer, mut sprite) in &mut query {
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|         timer.tick(time.delta());
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|         if timer.just_finished() {
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|             sprite.index = if sprite.index == indices.last {
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|                 indices.first
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|             } else {
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|                 sprite.index + 1
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|             };
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|         }
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|     }
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| }
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| 
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| fn setup_atlas(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
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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 layout = TextureAtlasLayout::from_grid(UVec2::new(24, 24), 7, 1, None, None);
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|     let texture_atlas_layout_handle = texture_atlas_layouts.add(layout);
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|     // Use only the subset of sprites in the sheet that make up the run animation
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|     let animation_indices = AnimationIndices { first: 1, last: 6 };
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|     commands
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|         .spawn((
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|             TextureAtlas {
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|                 layout: texture_atlas_layout_handle,
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|                 index: animation_indices.first,
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|             },
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|             SpriteBundle {
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|                 texture: texture_handle,
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|                 transform: Transform::from_xyz(300.0, 0.0, 0.0).with_scale(Vec3::splat(6.0)),
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|                 ..default()
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|             },
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|             animation_indices,
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|             AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
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|         ))
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|         .observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
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|         .observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 1.0, 1.0)))
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|         .observe(recolor_on::<Pointer<Down>>(Color::srgb(1.0, 1.0, 0.0)))
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|         .observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 1.0)));
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| }
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| 
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| // An observer listener that changes the target entity's color.
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| fn recolor_on<E: Debug + Clone + Reflect>(color: Color) -> impl Fn(Trigger<E>, Query<&mut Sprite>) {
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|     move |ev, mut sprites| {
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|         let Ok(mut sprite) = sprites.get_mut(ev.entity()) else {
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|             return;
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|         };
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|         sprite.color = color;
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|     }
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| }
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