Bevy Heterogenous Texture Atlas Loader

Bevy Heterogenous Texture Atlas Loader allows you to load heterogenous texture atlases according to a RON file manifest.

Bevy Compatibility

| version | bevy | | ------- | ---- | | 0.7 | 0.8 | | 0.6 | 0.7 | | < 0.6 | 0.6 |

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Basic usage

  1. Add to your project's Cargo.toml [dependencies] section

    toml bevy_heterogeneous_texture_atlas_loader = "0.7.2"

  2. Add the TextureAtlasLoaderPlugin to your Bevy App. rust use bevy_heterogeneous_texture_atlas_loader::*; app.add_plugin(TextureAtlasLoaderPlugin);

  3. Add the atlas source image and .ron manifest to your assets folder.

  4. Load the texture atlas manifest using the asset server: rust let texture_atlas: Handle<TextureAtlas> = asset_server.load("<path>.ron"); The plugin will then load the atlas image and create the TextureAtlas asset automatically.

  5. 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: rust texture_atlas.get_texture_index(&Handle::weak("example.png#sprite_name".into()))

    which you can see used in \examples\example.rs

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The Manifest

  1. 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 sprites field has NamedSprites and AnonymousSprites variants.

Examples