Modify The Texture
The colors of the sprite will show up exactly as in the source file,
but sometimes being able to slightly modify the overall color
is useful - for instance, coloring an angry enemy more red, or
making a frozen enemy blue. Amethyst has a Component
called
Tint
to do this.
To use Tint
, register Tint
as a new
Component
with the world and build it as part of the entity.
Tint
will multiply the color values of the sprite by its
own values, so a Tint
with a white color will have no
effect on the sprite.
extern crate amethyst;
use amethyst::assets::{AssetStorage, Loader, Handle};
use amethyst::core::transform::Transform;
use amethyst::prelude::*;
use amethyst::renderer::{
palette::Srgba,
resources::Tint,
SpriteRender, SpriteSheet,
Texture, Transparent
};
use amethyst::window::ScreenDimensions;
pub fn load_texture<N>(name: N, world: &World) -> Handle<Texture>
where
N: Into<String>,
{
unimplemented!();
}
pub fn load_sprite_sheet(texture: Handle<Texture>) -> SpriteSheet {
unimplemented!();
}
#[derive(Debug)]
struct ExampleState;
impl SimpleState for ExampleState {
fn on_start(&mut self, mut data: StateData<'_, GameData<'_, '_>>) {
let texture_handle = load_texture("texture/sprite_sheet.png", &data.world);
let sprite_sheet = load_sprite_sheet(texture_handle);
let sprite_sheet_handle = {
let loader = data.world.read_resource::<Loader>();
loader.load_from_data(
sprite_sheet,
(),
&data.world.read_resource::<AssetStorage<SpriteSheet>>(),
)
};
// ...
self.initialize_sprite(&mut data.world, sprite_sheet_handle);
}
}
impl ExampleState {
fn initialize_sprite(
&mut self,
world: &mut World,
sprite_sheet_handle: Handle<SpriteSheet>,
) {
// ..
let (width, height) = {
let dim = world.read_resource::<ScreenDimensions>();
(dim.width(), dim.height())
};
// Move the sprite to the middle of the window
let mut sprite_transform = Transform::default();
sprite_transform.set_translation_xyz(width / 2., height / 2., 0.);
let sprite_render = SpriteRender::new(sprite_sheet_handle, 0); // First sprite
// White shows the sprite as normal.
// You can change the color at any point to modify the sprite's tint.
let tint = Tint(Srgba::new(1.0, 1.0, 1.0, 1.0));
world
.create_entity()
.with(sprite_render)
.with(sprite_transform)
.with(tint)
.build();
}
}
fn main() {}