100 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! In this example we generate a new texture atlas (sprite sheet) from a folder containing
 | 
						|
//! individual sprites.
 | 
						|
 | 
						|
use bevy::{asset::LoadState, prelude::*};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .init_resource::<RpgSpriteHandles>()
 | 
						|
        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
 | 
						|
        .add_state::<AppState>()
 | 
						|
        .add_systems(OnEnter(AppState::Setup), load_textures)
 | 
						|
        .add_systems(Update, check_textures.in_set(OnUpdate(AppState::Setup)))
 | 
						|
        .add_systems(OnEnter(AppState::Finished), setup)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash)]
 | 
						|
enum AppState {
 | 
						|
    #[default]
 | 
						|
    Setup,
 | 
						|
    Finished,
 | 
						|
}
 | 
						|
 | 
						|
impl States for AppState {
 | 
						|
    type Iter = std::array::IntoIter<AppState, 2>;
 | 
						|
 | 
						|
    fn variants() -> Self::Iter {
 | 
						|
        [AppState::Setup, AppState::Finished].into_iter()
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Resource, Default)]
 | 
						|
struct RpgSpriteHandles {
 | 
						|
    handles: Vec<HandleUntyped>,
 | 
						|
}
 | 
						|
 | 
						|
fn load_textures(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
 | 
						|
    // load multiple, individual sprites from a folder
 | 
						|
    rpg_sprite_handles.handles = asset_server.load_folder("textures/rpg").unwrap();
 | 
						|
}
 | 
						|
 | 
						|
fn check_textures(
 | 
						|
    mut next_state: ResMut<NextState<AppState>>,
 | 
						|
    rpg_sprite_handles: ResMut<RpgSpriteHandles>,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
) {
 | 
						|
    // Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
 | 
						|
    if let LoadState::Loaded = asset_server
 | 
						|
        .get_group_load_state(rpg_sprite_handles.handles.iter().map(|handle| handle.id()))
 | 
						|
    {
 | 
						|
        next_state.set(AppState::Finished);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    rpg_sprite_handles: Res<RpgSpriteHandles>,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
 | 
						|
    mut textures: ResMut<Assets<Image>>,
 | 
						|
) {
 | 
						|
    // Build a `TextureAtlas` using the individual sprites
 | 
						|
    let mut texture_atlas_builder = TextureAtlasBuilder::default();
 | 
						|
    for handle in &rpg_sprite_handles.handles {
 | 
						|
        let handle = handle.typed_weak();
 | 
						|
        let Some(texture) = textures.get(&handle) else {
 | 
						|
            warn!("{:?} did not resolve to an `Image` asset.", asset_server.get_handle_path(handle));
 | 
						|
            continue;
 | 
						|
        };
 | 
						|
 | 
						|
        texture_atlas_builder.add_texture(handle, texture);
 | 
						|
    }
 | 
						|
 | 
						|
    let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
 | 
						|
    let texture_atlas_texture = texture_atlas.texture.clone();
 | 
						|
    let vendor_handle = asset_server.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png");
 | 
						|
    let vendor_index = texture_atlas.get_texture_index(&vendor_handle).unwrap();
 | 
						|
    let atlas_handle = texture_atlases.add(texture_atlas);
 | 
						|
 | 
						|
    // set up a scene to display our texture atlas
 | 
						|
    commands.spawn(Camera2dBundle::default());
 | 
						|
    // draw a sprite from the atlas
 | 
						|
    commands.spawn(SpriteSheetBundle {
 | 
						|
        transform: Transform {
 | 
						|
            translation: Vec3::new(150.0, 0.0, 0.0),
 | 
						|
            scale: Vec3::splat(4.0),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        sprite: TextureAtlasSprite::new(vendor_index),
 | 
						|
        texture_atlas: atlas_handle,
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // draw the atlas itself
 | 
						|
    commands.spawn(SpriteBundle {
 | 
						|
        texture: texture_atlas_texture,
 | 
						|
        transform: Transform::from_xyz(-300.0, 0.0, 0.0),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 |