This example is running in WebGL2 and should work in most browsers. You can check the WebGPU examples here.
sprite_picking.rs:
//! Demonstrates picking for sprites and sprite atlases. The picking backend only tests against the
//! sprite bounds, so the sprite atlas can be picked by clicking on its transparent areas.
use bevy::{prelude::*, sprite::Anchor};
use std::fmt::Debug;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.add_systems(Startup, (setup, setup_atlas))
.add_systems(Update, (move_sprite, animate_sprite))
.run();
}
fn move_sprite(
time: Res<Time>,
mut sprite: Query<&mut Transform, (Without<Sprite>, With<Children>)>,
) {
let t = time.elapsed_secs() * 0.1;
for mut transform in &mut sprite {
let new = Vec2 {
x: 50.0 * ops::sin(t),
y: 50.0 * ops::sin(t * 2.0),
};
transform.translation.x = new.x;
transform.translation.y = new.y;
}
}
/// Set up a scene that tests all sprite anchor types.
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let len = 128.0;
let sprite_size = Vec2::splat(len / 2.0);
commands
.spawn((Transform::default(), Visibility::default()))
.with_children(|commands| {
for (anchor_index, anchor) in [
Anchor::TopLeft,
Anchor::TopCenter,
Anchor::TopRight,
Anchor::CenterLeft,
Anchor::Center,
Anchor::CenterRight,
Anchor::BottomLeft,
Anchor::BottomCenter,
Anchor::BottomRight,
Anchor::Custom(Vec2::new(0.5, 0.5)),
]
.iter()
.enumerate()
{
let i = (anchor_index % 3) as f32;
let j = (anchor_index / 3) as f32;
// spawn black square behind sprite to show anchor point
commands
.spawn((
Sprite::from_color(Color::BLACK, sprite_size),
Transform::from_xyz(i * len - len, j * len - len, -1.0),
))
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
.observe(recolor_on::<Pointer<Out>>(Color::BLACK))
.observe(recolor_on::<Pointer<Down>>(Color::srgb(1.0, 1.0, 0.0)))
.observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 1.0)));
commands
.spawn((
Sprite {
image: asset_server.load("branding/bevy_bird_dark.png"),
custom_size: Some(sprite_size),
color: Color::srgb(1.0, 0.0, 0.0),
anchor: anchor.to_owned(),
..default()
},
// 3x3 grid of anchor examples by changing transform
Transform::from_xyz(i * len - len, j * len - len, 0.0)
.with_scale(Vec3::splat(1.0 + (i - 1.0) * 0.2))
.with_rotation(Quat::from_rotation_z((j - 1.0) * 0.2)),
))
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 0.0)))
.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 0.0, 0.0)))
.observe(recolor_on::<Pointer<Down>>(Color::srgb(0.0, 0.0, 1.0)))
.observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 0.0)));
}
});
}
#[derive(Component)]
struct AnimationIndices {
first: usize,
last: usize,
}
#[derive(Component, Deref, DerefMut)]
struct AnimationTimer(Timer);
fn animate_sprite(
time: Res<Time>,
mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut Sprite)>,
) {
for (indices, mut timer, mut sprite) in &mut query {
let Some(texture_atlas) = &mut sprite.texture_atlas else {
continue;
};
timer.tick(time.delta());
if timer.just_finished() {
texture_atlas.index = if texture_atlas.index == indices.last {
indices.first
} else {
texture_atlas.index + 1
};
}
}
}
fn setup_atlas(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let layout = TextureAtlasLayout::from_grid(UVec2::new(24, 24), 7, 1, None, None);
let texture_atlas_layout_handle = texture_atlas_layouts.add(layout);
// Use only the subset of sprites in the sheet that make up the run animation
let animation_indices = AnimationIndices { first: 1, last: 6 };
commands
.spawn((
Sprite::from_atlas_image(
texture_handle,
TextureAtlas {
layout: texture_atlas_layout_handle,
index: animation_indices.first,
},
),
Transform::from_xyz(300.0, 0.0, 0.0).with_scale(Vec3::splat(6.0)),
animation_indices,
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
))
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 1.0, 1.0)))
.observe(recolor_on::<Pointer<Down>>(Color::srgb(1.0, 1.0, 0.0)))
.observe(recolor_on::<Pointer<Up>>(Color::srgb(0.0, 1.0, 1.0)));
}
// An observer listener that changes the target entity's color.
fn recolor_on<E: Debug + Clone + Reflect>(color: Color) -> impl Fn(Trigger<E>, Query<&mut Sprite>) {
move |ev, mut sprites| {
let Ok(mut sprite) = sprites.get_mut(ev.entity()) else {
return;
};
sprite.color = color;
}
}