Expand description

The goal of this crate is to offer an easy way for bevy games to load all their assets in a loading State.

bevy_asset_loader introduces the derivable trait AssetCollection. Structs with asset handles can be automatically loaded during a configurable loading State. Afterwards they will be inserted as resources containing loaded handles and the plugin will switch to a second configurable State.


fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_loading_state(
            LoadingState::new(GameState::Loading)
                .continue_to_state(GameState::Next)
                .with_collection::<AudioAssets>()
                .with_collection::<ImageAssets>()
        )
        .add_state(GameState::Loading)
        .add_system_set(SystemSet::on_update(GameState::Next)
            .with_system(use_asset_handles)
        )
        .run();
}


#[derive(AssetCollection, Resource)]
struct AudioAssets {
    #[asset(path = "audio/background.ogg")]
    background: Handle<AudioSource>,
    #[asset(path = "audio/plop.ogg")]
    plop: Handle<AudioSource>
}

#[derive(AssetCollection, Resource)]
pub struct ImageAssets {
    #[asset(path = "images/player.png")]
    pub player: Handle<Image>,
    #[asset(path = "images/tree.png")]
    pub tree: Handle<Image>,
}

// since this function runs in MyState::Next, we know our assets are loaded.
// We can get their handles from the AudioAssets resource.
fn use_asset_handles(audio_assets: Res<AudioAssets>, audio: Res<Audio>) {
    audio.play(audio_assets.background.clone());
}

#[derive(Clone, Eq, PartialEq, Debug, Hash)]
enum GameState {
    Loading,
    Next
}

Modules

Trait definition for types that represent a collection of assets
Types and infrastructure to load and use dynamic assets
A game state responsible for loading assets
Most commonly used types
standard_dynamic_assetstandard_dynamic_assets
Dynamic assets for common Bevy asset types