 a788e31ad5
			
		
	
	
		a788e31ad5
		
			
		
	
	
	
	
		
			
			# Objective [Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is now stable. # Notes - `let-else` formatting has arrived! - I chose to allow `explicit_iter_loop` due to https://github.com/rust-lang/rust-clippy/issues/11074. We didn't hit any of the false positives that prevent compilation, but fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for image in &mut *image_events {`. Happy to undo this if there's consensus the other way. --------- Co-authored-by: François <mockersf@gmail.com>
		
			
				
	
	
		
			95 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			95 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! In this example we generate a new texture atlas (sprite sheet) from a folder containing
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| //! individual sprites.
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| 
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| use bevy::{asset::LoadState, prelude::*};
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| 
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| fn main() {
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|     App::new()
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|         .init_resource::<RpgSpriteHandles>()
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|         .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
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|         .add_state::<AppState>()
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|         .add_systems(OnEnter(AppState::Setup), load_textures)
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|         .add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
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|         .add_systems(OnEnter(AppState::Finished), setup)
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|         .run();
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| }
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| 
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| #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, States)]
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| enum AppState {
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|     #[default]
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|     Setup,
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|     Finished,
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| }
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| 
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| #[derive(Resource, 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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|     // load multiple, individual sprites from a folder
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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 next_state: ResMut<NextState<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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|     // Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
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|     if let LoadState::Loaded = asset_server
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|         .get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id()))
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|     {
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|         next_state.set(AppState::Finished);
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|     }
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| }
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| 
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| fn setup(
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|     mut commands: 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<Image>>,
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| ) {
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|     // Build a `TextureAtlas` using the individual sprites
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|     let mut texture_atlas_builder = TextureAtlasBuilder::default();
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|     for handle in &rpg_sprite_handles.handles {
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|         let handle = handle.typed_weak();
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|         let Some(texture) = textures.get(&handle) else {
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|             warn!(
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|                 "{:?} did not resolve to an `Image` asset.",
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|                 asset_server.get_handle_path(handle)
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|             );
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|             continue;
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|         };
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| 
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|         texture_atlas_builder.add_texture(handle, 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.spawn(Camera2dBundle::default());
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|     // draw a sprite from the atlas
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|     commands.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()
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|         },
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|         sprite: TextureAtlasSprite::new(vendor_index),
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|         texture_atlas: atlas_handle,
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|         ..default()
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|     });
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|     // draw the atlas itself
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|     commands.spawn(SpriteBundle {
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|         texture: texture_atlas_texture,
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|         transform: Transform::from_xyz(-300.0, 0.0, 0.0),
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|         ..default()
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|     });
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| }
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