75 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{asset::LoadState, prelude::*, sprite::TextureAtlasBuilder};
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| 
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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_startup_system(setup)
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|         .add_system(load_atlas)
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|         .run();
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| }
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| 
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| #[derive(Default)]
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| pub struct RpgSpriteHandles {
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|     handles: Vec<HandleUntyped>,
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|     atlas_loaded: bool,
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| }
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| 
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| fn setup(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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| 
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| fn load_atlas(
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|     commands: &mut Commands,
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|     mut rpg_sprite_handles: ResMut<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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|     if rpg_sprite_handles.atlas_loaded {
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|         return;
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|     }
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| 
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|     let mut texture_atlas_builder = TextureAtlasBuilder::default();
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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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|         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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| 
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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 =
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|             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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| 
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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_translation(Vec3::new(-300.0, 0.0, 0.0)),
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|                 ..Default::default()
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|             });
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| 
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|         rpg_sprite_handles.atlas_loaded = true;
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|     }
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| }
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