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use bevy::{asset::LoadedFolder, image::ImageSampler, prelude::*}; |
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|
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fn main() { |
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App::new() |
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) |
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.init_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 RpgSpriteFolder(Handle<LoadedFolder>); |
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|
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fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) { |
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|
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commands.insert_resource(RpgSpriteFolder(asset_server.load_folder("textures/rpg"))); |
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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_folder: Res<RpgSpriteFolder>, |
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mut events: MessageReader<AssetEvent<LoadedFolder>>, |
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) { |
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|
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for event in events.read() { |
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if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) { |
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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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|
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fn setup( |
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mut commands: Commands, |
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rpg_sprite_handles: Res<RpgSpriteFolder>, |
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asset_server: Res<AssetServer>, |
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>, |
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loaded_folders: Res<Assets<LoadedFolder>>, |
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mut textures: ResMut<Assets<Image>>, |
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) { |
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let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap(); |
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let (texture_atlas_linear, linear_sources, linear_texture) = create_texture_atlas( |
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loaded_folder, |
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None, |
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Some(ImageSampler::linear()), |
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&mut textures, |
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); |
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let atlas_linear_handle = texture_atlases.add(texture_atlas_linear); |
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|
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let (texture_atlas_nearest, nearest_sources, nearest_texture) = create_texture_atlas( |
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loaded_folder, |
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None, |
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Some(ImageSampler::nearest()), |
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&mut textures, |
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); |
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let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest); |
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let (texture_atlas_linear_padded, linear_padded_sources, linear_padded_texture) = |
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create_texture_atlas( |
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loaded_folder, |
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Some(UVec2::new(6, 6)), |
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Some(ImageSampler::linear()), |
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&mut textures, |
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); |
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let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone()); |
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let (texture_atlas_nearest_padded, nearest_padded_sources, nearest_padded_texture) = |
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create_texture_atlas( |
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loaded_folder, |
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Some(UVec2::new(6, 6)), |
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Some(ImageSampler::nearest()), |
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&mut textures, |
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); |
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let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded); |
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|
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commands.spawn(Camera2d); |
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commands.spawn(( |
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Sprite::from_image(linear_texture.clone()), |
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Transform { |
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translation: Vec3::new(-250.0, -160.0, 0.0), |
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scale: Vec3::splat(0.5), |
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..default() |
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}, |
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)); |
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commands.spawn(( |
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Sprite::from_image(linear_padded_texture.clone()), |
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Transform { |
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translation: Vec3::new(250.0, -160.0, 0.0), |
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scale: Vec3::splat(0.5), |
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..default() |
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}, |
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)); |
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let font = asset_server.load("fonts/FiraSans-Bold.ttf"); |
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let text_style: TextFont = TextFont { |
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font: font.clone().into(), |
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font_size: FontSize::Px(42.0), |
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..default() |
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}; |
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create_label( |
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&mut commands, |
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(-250.0, 250.0, 0.0), |
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"No padding", |
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text_style.clone(), |
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); |
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create_label(&mut commands, (250.0, 250.0, 0.0), "Padding", text_style); |
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let vendor_handle: Handle<Image> = asset_server |
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.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png") |
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.unwrap(); |
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let configurations: [( |
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&str, |
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Handle<TextureAtlasLayout>, |
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TextureAtlasSources, |
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Handle<Image>, |
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f32, |
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); 4] = [ |
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( |
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"Linear", |
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atlas_linear_handle, |
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linear_sources, |
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linear_texture, |
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-350.0, |
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), |
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( |
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"Nearest", |
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atlas_nearest_handle, |
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nearest_sources, |
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nearest_texture, |
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-150.0, |
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), |
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( |
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"Linear", |
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atlas_linear_padded_handle, |
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linear_padded_sources, |
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linear_padded_texture, |
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150.0, |
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), |
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( |
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"Nearest", |
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atlas_nearest_padded_handle, |
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nearest_padded_sources, |
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nearest_padded_texture, |
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350.0, |
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), |
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]; |
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let sampling_label_style = TextFont { |
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font: font.into(), |
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font_size: FontSize::Px(25.0), |
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..default() |
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}; |
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let base_y = 80.0; |
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for (sampling, atlas_handle, atlas_sources, atlas_texture, x) in configurations { |
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create_sprite_from_atlas( |
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&mut commands, |
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(x, base_y, 0.0), |
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atlas_texture, |
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atlas_sources, |
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atlas_handle, |
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&vendor_handle, |
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); |
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create_label( |
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&mut commands, |
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(x, base_y + 110.0, 0.0), |
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sampling, |
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sampling_label_style.clone(), |
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); |
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} |
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} |
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fn create_texture_atlas( |
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folder: &LoadedFolder, |
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padding: Option<UVec2>, |
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sampling: Option<ImageSampler>, |
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textures: &mut ResMut<Assets<Image>>, |
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) -> (TextureAtlasLayout, TextureAtlasSources, Handle<Image>) { |
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let mut texture_atlas_builder = TextureAtlasBuilder::default(); |
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texture_atlas_builder.padding(padding.unwrap_or_default()); |
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for handle in folder.handles.iter() { |
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let id = handle.id().typed_unchecked::<Image>(); |
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let Some(texture) = textures.get(id) else { |
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warn!( |
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"{} did not resolve to an `Image` asset.", |
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handle.path().unwrap() |
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); |
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continue; |
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}; |
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texture_atlas_builder.add_texture(Some(id), texture); |
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} |
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let (texture_atlas_layout, texture_atlas_sources, texture) = |
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texture_atlas_builder.build().unwrap(); |
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let texture = textures.add(texture); |
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|
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let mut image = textures.get_mut(&texture).unwrap(); |
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image.sampler = sampling.unwrap_or_default(); |
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(texture_atlas_layout, texture_atlas_sources, texture) |
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} |
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fn create_sprite_from_atlas( |
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commands: &mut Commands, |
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translation: (f32, f32, f32), |
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atlas_texture: Handle<Image>, |
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atlas_sources: TextureAtlasSources, |
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atlas_handle: Handle<TextureAtlasLayout>, |
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vendor_handle: &Handle<Image>, |
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) { |
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commands.spawn(( |
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Transform { |
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translation: Vec3::new(translation.0, translation.1, translation.2), |
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scale: Vec3::splat(3.0), |
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..default() |
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}, |
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Sprite::from_atlas_image( |
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atlas_texture, |
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atlas_sources.handle(atlas_handle, vendor_handle).unwrap(), |
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), |
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)); |
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} |
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|
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|
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fn create_label( |
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commands: &mut Commands, |
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translation: (f32, f32, f32), |
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text: &str, |
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text_style: TextFont, |
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) { |
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commands.spawn(( |
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Text2d::new(text), |
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text_style, |
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TextLayout::justify(Justify::Center), |
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Transform { |
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translation: Vec3::new(translation.0, translation.1, translation.2), |
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..default() |
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}, |
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)); |
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} |