This project demonstrates how you can use sprite sheets packed with TexturePacker in your Amethyst application.
- Clone the repository
git clone https://github.com/CodeAndWeb/amethyst-spritesheet-example.git
cd amethyst-spritesheet-example
- Build and run the project
cargo run
This project contains the minimum amount of code needed to draw sprites to the screen. Here's a small summary of what you'll find in the source files:
-
resources/sprites/fruits/*.png
The individual sprites which will be packed on a sprite sheet. -
resources/sprites/fruits.tps
The TexturePacker project file. Can be opened by TexturePacker UI oder command line client to (re)pack the sprite sheet. -
resources/sprites/fruits.png
,resources/sprites/fruits.ron
The sprite sheet and its corresponding data file, both generated with TexturePacker. The data file contains the coordinates of the sprites on the sheet. -
src/state/sprites.rs
A file containing constants for all sprites, these constants can be used to access sprites by name instead of by index position. This file can be generated with TexturePacker, too. -
src/main.rs
Creates the render graph, adds the required bundles, builds the game data with our own state and finally, starts the game's main event loop. -
src/state.rs
Implements the main game state. In theon_start
hook, the camera is initialized, and the sprites that will be drawn are loaded and their entities created.
In thehandle_event
hook, we print any keys that were pressed and close the window if the user presses escape or the OS requests that we quit.
This starter uses vulkan as a renderer by default. You'll want to change the backend to use metal
, which can be done by opening the Cargo.toml
file and changing
[features]
default = ["vulkan"]
to
[features]
default = ["metal"]
If using OSX and Metal you will require full XCode installed from the Appstore in order to compile metal shaders.
After install you may be required to run this command sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
reference gfx-rs issue
You might need to install some dependencies. Please refer to this section of the README for more details.