forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
sprite_picking.rs
160 lines (147 loc) · 5.91 KB
/
sprite_picking.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
//! Demonstrates picking for sprites and sprite atlases. The picking backend only tests against the
//! sprite bounds, so the sprite atlas can be picked by clicking on its transparent areas.
use bevy::{prelude::*, sprite::Anchor};
use std::fmt::Debug;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup, setup_atlas))
.add_systems(Update, (move_sprite, animate_sprite))
.run();
}
fn move_sprite(
time: Res<Time>,
mut sprite: Query<&mut Transform, (Without<Sprite>, With<Children>)>,
) {
let t = time.elapsed_seconds() * 0.1;
for mut transform in &mut sprite {
let new = Vec2 {
x: 50.0 * ops::sin(t),
y: 50.0 * ops::sin(t * 2.0),
};
transform.translation.x = new.x;
transform.translation.y = new.y;
}
}
/// Set up a scene that tests all sprite anchor types.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let len = 128.0;
let sprite_size = Some(Vec2::splat(len / 2.0));
commands
.spawn(SpatialBundle::default())
.with_children(|commands| {
for (anchor_index, anchor) in [
Anchor::TopLeft,
Anchor::TopCenter,
Anchor::TopRight,
Anchor::CenterLeft,
Anchor::Center,
Anchor::CenterRight,
Anchor::BottomLeft,
Anchor::BottomCenter,
Anchor::BottomRight,
Anchor::Custom(Vec2::new(0.5, 0.5)),
]
.iter()
.enumerate()
{
let i = (anchor_index % 3) as f32;
let j = (anchor_index / 3) as f32;
// spawn black square behind sprite to show anchor point
commands
.spawn(SpriteBundle {
sprite: Sprite {
custom_size: sprite_size,
color: Color::BLACK,
..default()
},
transform: Transform::from_xyz(i * len - len, j * len - len, -1.0),
..default()
})
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
.observe(recolor_on::<Pointer<Out>>(Color::BLACK))
.observe(recolor_on::<Pointer<Down>>(Color::srgb(1.0, 1.0, 0.0)))
.observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 1.0)));
commands
.spawn(SpriteBundle {
sprite: Sprite {
custom_size: sprite_size,
color: Color::srgb(1.0, 0.0, 0.0),
anchor: anchor.to_owned(),
..default()
},
texture: asset_server.load("branding/bevy_bird_dark.png"),
// 3x3 grid of anchor examples by changing transform
transform: Transform::from_xyz(i * len - len, j * len - len, 0.0)
.with_scale(Vec3::splat(1.0 + (i - 1.0) * 0.2))
.with_rotation(Quat::from_rotation_z((j - 1.0) * 0.2)),
..default()
})
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 0.0)))
.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 0.0, 0.0)))
.observe(recolor_on::<Pointer<Down>>(Color::srgb(0.0, 0.0, 1.0)))
.observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 0.0)));
}
});
}
#[derive(Component)]
struct AnimationIndices {
first: usize,
last: usize,
}
#[derive(Component, Deref, DerefMut)]
struct AnimationTimer(Timer);
fn animate_sprite(
time: Res<Time>,
mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
) {
for (indices, mut timer, mut sprite) in &mut query {
timer.tick(time.delta());
if timer.just_finished() {
sprite.index = if sprite.index == indices.last {
indices.first
} else {
sprite.index + 1
};
}
}
}
fn setup_atlas(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let layout = TextureAtlasLayout::from_grid(UVec2::new(24, 24), 7, 1, None, None);
let texture_atlas_layout_handle = texture_atlas_layouts.add(layout);
// Use only the subset of sprites in the sheet that make up the run animation
let animation_indices = AnimationIndices { first: 1, last: 6 };
commands
.spawn((
TextureAtlas {
layout: texture_atlas_layout_handle,
index: animation_indices.first,
},
SpriteBundle {
texture: texture_handle,
transform: Transform::from_xyz(300.0, 0.0, 0.0).with_scale(Vec3::splat(6.0)),
..default()
},
animation_indices,
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
))
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 1.0, 1.0)))
.observe(recolor_on::<Pointer<Down>>(Color::srgb(1.0, 1.0, 0.0)))
.observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 1.0)));
}
// An observer listener that changes the target entity's color.
fn recolor_on<E: Debug + Clone + Reflect>(color: Color) -> impl Fn(Trigger<E>, Query<&mut Sprite>) {
move |ev, mut sprites| {
let Ok(mut sprite) = sprites.get_mut(ev.entity()) else {
return;
};
sprite.color = color;
}
}