Crates.io | bevy_heterogeneous_texture_atlas_loader |
lib.rs | bevy_heterogeneous_texture_atlas_loader |
version | 0.10.0 |
source | src |
created_at | 2022-02-13 23:45:48.589807 |
updated_at | 2022-11-14 10:37:59.473397 |
description | Load heterogenous texture atlases from a ron manifest |
homepage | |
repository | https://github.com/ickshonpe/bevy_heterogeneous_texture_atlas_loader |
max_upload_size | |
id | 531950 |
size | 112,314 |
Bevy Heterogenous Texture Atlas Loader allows you to load heterogenous texture atlases from a RON file manifest.
version | bevy |
---|---|
0.10 | 0.9 |
0.7 to 0.9 | 0.8 |
0.6 | 0.7 |
< 0.6 | 0.6 |
Add to your project's Cargo.toml
[dependencies]
section
bevy_heterogeneous_texture_atlas_loader = "0.10.0"
Add the TextureAtlasLoaderPlugin
to your Bevy App.
use bevy_heterogeneous_texture_atlas_loader::*;
app.add_plugin(TextureAtlasLoaderPlugin);
Add the atlas source image and .ron
manifest to your assets folder.
Load the texture atlas manifest using the asset server:
let texture_atlas: Handle<TextureAtlas> = asset_server.load("<path>.ron");
The plugin will then load the atlas image and create the TextureAtlas asset automatically.
The TextureAtlas
's sprite indices respect the order of the sprites in the manifest.
Atlas index 0 will be the first sprite in the manifest, 1 the second, and so on.
You can also use the TextureAtlas::get_texture_index
method to look up the index using an asset path:
texture_atlas.get_texture_index(&Handle::weak("sprite_name".into()))
which you can see used in \examples\example.rs
To create a manifest for a sprite sheet with irregular sized and positioned sprites like:
Create a .ron file in your assets folder.
The sprite indices in the output TextureAtlas are ordered implicitly according to the order of the input list sprite rects.
The name
field is used to give a sprite a unique name that can be used to look
up their TextureAtlas index using a weak Handle<Image>
with the asset_path
"sprite_name"
.
(
// Path to the texture atlas source image file
path: "example.png",
// List of sprites
sprites: [
(
// use a handle with the asset path "rothko"
// to retrieve this sprite's index using TextureAtlas::get_texture_index.
name: "rothko",
// top left x coordinate of the sprite in pixels
x: 18,
// top left y coordinate of the sprite in pixels
y: 19,
// width of the sprite in pixels
w: 46,
// height of the sprite in pixels
h: 48
),
(
name: "face",
x: 93,
y: 108,
w: 32,
h: 31
),
(
name: "patches",
x: 176,
y: 34,
w: 20,
h: 34
),
]
)
If you don't need names for the sprites, you can leave out the name
field:
(
path: "example.png",
sprites:[
(
// sprite at atlas index 0
x: 18,
y: 19,
w: 46,
h: 48
),
(
// sprite at atlas index 1
x: 93,
y: 108,
w: 32,
h: 31
),
// ...
]
)
minimal.rs
Loads a texture atlas and cycles through its textures. Run with
cargo run --example minimal
example.rs
Example of loading and displaying a texture atlas. Run with
cargo run --example example
two.rs
Another example of loading and displaying texture atlases. Run with
```
cargo run --example example
```
bevy_asset_loader.rs
Example using bevy_asset_loader
to manage loading. Run with
cargo run --example bevy_asset_loader