pixel_grid_snap/
pixel_grid_snap.rs1use bevy::{
4 camera::visibility::RenderLayers,
5 camera::RenderTarget,
6 color::palettes::css::GRAY,
7 prelude::*,
8 render::render_resource::{
9 Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
10 },
11 window::WindowResized,
12};
13
14const RES_WIDTH: u32 = 160;
16
17const RES_HEIGHT: u32 = 90;
19
20const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
23
24const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
26
27fn main() {
28 App::new()
29 .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
30 .add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
31 .add_systems(Update, (rotate, fit_canvas))
32 .run();
33}
34
35#[derive(Component)]
38struct Canvas;
39
40#[derive(Component)]
42struct InGameCamera;
43
44#[derive(Component)]
46struct OuterCamera;
47
48#[derive(Component)]
49struct Rotate;
50
51fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
52 commands.spawn((
54 Sprite::from_image(asset_server.load("pixel/bevy_pixel_dark.png")),
55 Transform::from_xyz(-45., 20., 2.),
56 Rotate,
57 PIXEL_PERFECT_LAYERS,
58 ));
59
60 commands.spawn((
62 Sprite::from_image(asset_server.load("pixel/bevy_pixel_light.png")),
63 Transform::from_xyz(-45., -20., 2.),
64 Rotate,
65 HIGH_RES_LAYERS,
66 ));
67}
68
69fn setup_mesh(
71 mut commands: Commands,
72 mut meshes: ResMut<Assets<Mesh>>,
73 mut materials: ResMut<Assets<ColorMaterial>>,
74) {
75 commands.spawn((
76 Mesh2d(meshes.add(Capsule2d::default())),
77 MeshMaterial2d(materials.add(Color::BLACK)),
78 Transform::from_xyz(25., 0., 2.).with_scale(Vec3::splat(32.)),
79 Rotate,
80 PIXEL_PERFECT_LAYERS,
81 ));
82}
83
84fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
85 let canvas_size = Extent3d {
86 width: RES_WIDTH,
87 height: RES_HEIGHT,
88 ..default()
89 };
90
91 let mut canvas = Image {
93 texture_descriptor: TextureDescriptor {
94 label: None,
95 size: canvas_size,
96 dimension: TextureDimension::D2,
97 format: TextureFormat::Bgra8UnormSrgb,
98 mip_level_count: 1,
99 sample_count: 1,
100 usage: TextureUsages::TEXTURE_BINDING
101 | TextureUsages::COPY_DST
102 | TextureUsages::RENDER_ATTACHMENT,
103 view_formats: &[],
104 },
105 ..default()
106 };
107
108 canvas.resize(canvas_size);
110
111 let image_handle = images.add(canvas);
112
113 commands.spawn((
115 Camera2d,
116 Camera {
117 order: -1,
119 target: RenderTarget::Image(image_handle.clone().into()),
120 clear_color: ClearColorConfig::Custom(GRAY.into()),
121 ..default()
122 },
123 Msaa::Off,
124 InGameCamera,
125 PIXEL_PERFECT_LAYERS,
126 ));
127
128 commands.spawn((Sprite::from_image(image_handle), Canvas, HIGH_RES_LAYERS));
130
131 commands.spawn((Camera2d, Msaa::Off, OuterCamera, HIGH_RES_LAYERS));
134}
135
136fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
138 for mut transform in &mut transforms {
139 let dt = time.delta_secs();
140 transform.rotate_z(dt);
141 }
142}
143
144fn fit_canvas(
146 mut resize_messages: MessageReader<WindowResized>,
147 mut projection: Single<&mut Projection, With<OuterCamera>>,
148) {
149 let Projection::Orthographic(projection) = &mut **projection else {
150 return;
151 };
152 for window_resized in resize_messages.read() {
153 let h_scale = window_resized.width / RES_WIDTH as f32;
154 let v_scale = window_resized.height / RES_HEIGHT as f32;
155 projection.scale = 1. / h_scale.min(v_scale).round();
156 }
157}