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sprite.rs
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use bevy::prelude::*;
use rand::{seq::SliceRandom, thread_rng};
use std::collections::VecDeque;
use crate::{Scroller, ScrollerGenerator, ScrollerItem};
use super::generator::GeneratedItem;
#[derive(Clone, Reflect, Debug)]
pub struct SpriteScrollerItem {
pub path: String,
pub size: Vec2,
}
impl GeneratedItem for SpriteScrollerItem {
fn size(&self) -> Vec2 {
self.size
}
}
#[derive(Component, Clone, Default, Reflect)]
#[reflect(Component)]
pub struct SingleSpriteGenerator {
pub path: String,
pub size: Vec2,
}
impl ScrollerGenerator for SingleSpriteGenerator {
type I = SpriteScrollerItem;
fn gen_item(&mut self) -> Self::I {
Self::I {
size: self.size,
path: self.path.clone(),
}
}
}
#[derive(Component, Default, Reflect, Clone)]
#[reflect(Component)]
pub struct SequenceSpriteGenerator {
pub items: VecDeque<SpriteScrollerItem>,
}
impl ScrollerGenerator for SequenceSpriteGenerator {
type I = SpriteScrollerItem;
fn gen_item(&mut self) -> Self::I {
let item = self.items.pop_front().unwrap();
self.items.push_back(item.clone());
item
}
}
#[derive(Component, Default, Reflect, Clone)]
#[reflect(Component)]
pub struct RandomSequenceSpriteGenerator {
pub items: Vec<SpriteScrollerItem>,
}
impl ScrollerGenerator for RandomSequenceSpriteGenerator {
type I = SpriteScrollerItem;
fn gen_item(&mut self) -> Self::I {
let mut rng = thread_rng();
self.items.choose(&mut rng).unwrap().clone()
}
}
pub fn sprite_spawner(
In(input): In<Vec<(Entity, Scroller, Box<SpriteScrollerItem>)>>,
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
input.into_iter().for_each(|(entity, _, item)| {
let handle = asset_server.load(item.path.clone());
commands.spawn((
ScrollerItem {
size: item.size(),
parent: entity,
},
SpriteBundle {
texture: handle,
visibility: Visibility::Hidden,
..default()
},
));
});
}