87 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			3.0 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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|         .insert_resource(State::new(AppState::Setup))
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|         .add_stage_after(CoreStage::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::Finished, setup.system())
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|         .run();
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| }
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| 
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| #[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
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| struct Stage;
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| 
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| #[derive(Clone)]
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| enum AppState {
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|     Setup,
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|     Finished,
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| }
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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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| 
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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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| 
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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::Finished).unwrap();
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|     }
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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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| 
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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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| 
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|     // set up a scene to display our texture atlas
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|     commands
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|         .spawn(OrthographicCameraBundle::new_2d())
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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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