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pub struct TextureAtlas {
    pub texture: Handle<Image>,
    pub size: Vec2,
    pub textures: Vec<Rect, Global>,
    pub texture_handles: Option<HashMap<Handle<Image>, usize, RandomState, Global>>,
}
Expand description

An atlas containing multiple textures (like a spritesheet or a tilemap). Example usage animating sprite. Example usage loading sprite sheet.

Fields

texture: Handle<Image>

The handle to the texture in which the sprites are stored

size: Vec2textures: Vec<Rect, Global>

The specific areas of the atlas where each texture can be found

texture_handles: Option<HashMap<Handle<Image>, usize, RandomState, Global>>

Implementations

Create a new TextureAtlas that has a texture, but does not have any individual sprites specified

Generate a TextureAtlas by splitting a texture into a grid where each cell of the grid of tile_size is one of the textures in the atlas

Generate a TextureAtlas by splitting a texture into a grid where each cell of the grid of tile_size is one of the textures in the atlas and is separated by some padding in the texture

Add a sprite to the list of textures in the TextureAtlas returns an index to the texture which can be used with TextureAtlasSprite

Arguments
  • rect - The section of the atlas that contains the texture to be added, from the top-left corner of the texture to the bottom-right corner

How many textures are in the TextureAtlas

Trait Implementations

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