pixel_grid_snap/
pixel_grid_snap.rs1use bevy::{
4 camera::visibility::RenderLayers, camera::RenderTarget, color::palettes::css::GRAY, prelude::*,
5 render::render_resource::TextureFormat, window::WindowResized,
6};
7
8const RES_WIDTH: u32 = 160;
10
11const RES_HEIGHT: u32 = 90;
13
14const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
17
18const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
20
21fn main() {
22 App::new()
23 .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
24 .add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
25 .add_systems(Update, (rotate, fit_canvas))
26 .run();
27}
28
29#[derive(Component)]
32struct Canvas;
33
34#[derive(Component)]
36struct InGameCamera;
37
38#[derive(Component)]
40struct OuterCamera;
41
42#[derive(Component)]
43struct Rotate;
44
45fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
46 commands.spawn((
48 Sprite::from_image(asset_server.load("pixel/bevy_pixel_dark.png")),
49 Transform::from_xyz(-45., 20., 2.),
50 Rotate,
51 PIXEL_PERFECT_LAYERS,
52 ));
53
54 commands.spawn((
56 Sprite::from_image(asset_server.load("pixel/bevy_pixel_light.png")),
57 Transform::from_xyz(-45., -20., 2.),
58 Rotate,
59 HIGH_RES_LAYERS,
60 ));
61}
62
63fn setup_mesh(
65 mut commands: Commands,
66 mut meshes: ResMut<Assets<Mesh>>,
67 mut materials: ResMut<Assets<ColorMaterial>>,
68) {
69 commands.spawn((
70 Mesh2d(meshes.add(Capsule2d::default())),
71 MeshMaterial2d(materials.add(Color::BLACK)),
72 Transform::from_xyz(25., 0., 2.).with_scale(Vec3::splat(32.)),
73 Rotate,
74 PIXEL_PERFECT_LAYERS,
75 ));
76}
77
78fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
79 let canvas =
81 Image::new_target_texture(RES_WIDTH, RES_HEIGHT, TextureFormat::Bgra8UnormSrgb, None);
82
83 let image_handle = images.add(canvas);
84
85 commands.spawn((
87 Camera2d,
88 Camera {
89 order: -1,
91 clear_color: ClearColorConfig::Custom(GRAY.into()),
92 ..default()
93 },
94 RenderTarget::Image(image_handle.clone().into()),
95 Msaa::Off,
96 InGameCamera,
97 PIXEL_PERFECT_LAYERS,
98 ));
99
100 commands.spawn((Sprite::from_image(image_handle), Canvas, HIGH_RES_LAYERS));
102
103 commands.spawn((Camera2d, Msaa::Off, OuterCamera, HIGH_RES_LAYERS));
106}
107
108fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
110 for mut transform in &mut transforms {
111 let dt = time.delta_secs();
112 transform.rotate_z(dt);
113 }
114}
115
116fn fit_canvas(
118 mut resize_messages: MessageReader<WindowResized>,
119 mut projection: Single<&mut Projection, With<OuterCamera>>,
120) {
121 let Projection::Orthographic(projection) = &mut **projection else {
122 return;
123 };
124 for window_resized in resize_messages.read() {
125 let h_scale = window_resized.width / RES_WIDTH as f32;
126 let v_scale = window_resized.height / RES_HEIGHT as f32;
127 projection.scale = 1. / h_scale.min(v_scale).floor();
128 }
129}