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texture_atlas.rs
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texture_atlas.rs
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use bevy::{
asset::{HandleId, LoadState},
prelude::*,
sprite::TextureAtlasBuilder,
};
/// In this example we generate a new texture atlas (sprite sheet) from a folder containing individual sprites
fn main() {
App::build()
.init_resource::<RpgSpriteHandles>()
.add_default_plugins()
.add_startup_system(setup.system())
.add_system(load_atlas.system())
.run();
}
#[derive(Default)]
pub struct RpgSpriteHandles {
handles: Vec<HandleId>,
atlas_loaded: bool,
}
fn setup(mut rpg_sprite_handles: ResMut<RpgSpriteHandles>, asset_server: Res<AssetServer>) {
rpg_sprite_handles.handles = asset_server
.load_asset_folder("assets/textures/rpg")
.unwrap();
}
fn load_atlas(
mut commands: Commands,
mut rpg_sprite_handles: ResMut<RpgSpriteHandles>,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
mut textures: ResMut<Assets<Texture>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
if rpg_sprite_handles.atlas_loaded {
return;
}
let mut texture_atlas_builder = TextureAtlasBuilder::default();
if let Some(LoadState::Loaded(_)) =
asset_server.get_group_load_state(&rpg_sprite_handles.handles)
{
for texture_id in rpg_sprite_handles.handles.iter() {
let handle = Handle::from_id(*texture_id);
let texture = textures.get(&handle).unwrap();
texture_atlas_builder.add_texture(handle, &texture);
}
let texture_atlas = texture_atlas_builder.finish(&mut textures).unwrap();
let texture_atlas_texture = texture_atlas.texture;
let vendor_handle = asset_server
.get_handle("assets/textures/rpg/chars/vendor/generic-rpg-vendor.png")
.unwrap();
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(Camera2dComponents::default())
// draw a sprite from the atlas
.spawn(SpriteSheetComponents {
transform: Transform::from_scale(4.0).with_translation(Vec3::new(150.0, 0.0, 0.0)),
sprite: TextureAtlasSprite::new(vendor_index as u32),
texture_atlas: atlas_handle,
..Default::default()
})
// draw the atlas itself
.spawn(SpriteComponents {
material: materials.add(texture_atlas_texture.into()),
transform: Transform::from_translation(Vec3::new(-300.0, 0.0, 0.0)),
..Default::default()
});
rpg_sprite_handles.atlas_loaded = true;
}
}