#sprite #bevy #picking #hovering

bevy_cursor_hovering_sprite

a very lightweight plugin for bevy engine to check if a cursor is hovering on one 2d sprite

2 unstable releases

0.2.0 Jun 20, 2024
0.1.0 May 30, 2024

#1211 in Game dev

Download history 120/week @ 2024-05-27 10/week @ 2024-06-03 8/week @ 2024-06-10 147/week @ 2024-06-17 4/week @ 2024-06-24 7/week @ 2024-07-01 12/week @ 2024-07-29

75 downloads per month

MIT license

9KB
117 lines

Cursor hovering sprite checker plugin for bevy

Here is a very lightweight plugin for bevy engine to check if a cursor is hovering on one 2d sprite.

bevy bevy_cursor_hovering_sprite
0.13 ^0.1.0

What does it do?

When adding this plugin to your bevy project and attaching a SpriteBorder component to one entity (may be a sprite), this plugin checks if the cursor is currently hovering in the region defined by the SpriteBorder and the entity's coordinate. If the cursor is hovering on one entity, the plugin emits an event CursorOnSprite, reporting the entity.

It can be used to implement a 2d sprite picking funtionality.

Check the example folder to see how to use it.

What is the idea behind it?

The idea is simple. First translate the cursor position into the 2d world coordinate. And then check whether this coordinate resides in the polygon calculated from the SpriteBorder component and the entity's world coordinate.

I drew lessons from https://www.geeksforgeeks.org/how-to-check-if-a-given-point-lies-inside-a-polygon/ to check whether a point is inside a polygon.

To save the energy, only entities visible in the camera is checked by iterating through VisibleEntities.

What does this plugin add into your project?

When adding this plugin, the following things will be added to your project:

  1. A Resource to mark which camera is used for checking. Yes, only one camera is allowed. I am sorry if you need multiple cameras checking at the same time.
#[derive(Resource)]
pub struct CursorHoveringCamera{
    pub entity: Option<Entity>,
}
  1. An Asset to store the border polygon data. The polygon is defined by a serials of vertices.
#[derive(Asset, TypePath, Debug)]
pub struct BorderPolygon{
    pub points: Vec<Vec2>,
}
  1. A Component type wrapping the BorderPolygon handle. You should attach this component to entities that you want to be checked.
#[derive(Component)]
pub struct SpriteBorder{
    pub polygon: Handle<BorderPolygon>,
}
  1. An Event type. When the plugin finds an entity under the cursor, a CursorOnSprite event holding the entity is emited.
#[derive(Event)]
pub struct CursorOnSprite{
    pub entity: Entity,
}
  1. A State that marks whether the checking functions right now. You can change the state to Idling to pause the checking.
#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
pub enum CursorHoveringSpriteState{
    #[default]
    Checking,
    Idling,
}
  1. An Update system. This system is responsible for checking the entities under the cursor. It runs if CursorHoveringSpriteState is in Checking.
fn cursor_hovering(
    window_query: Query<&Window>,
    camera_query: Query<(&Camera, &GlobalTransform)>,
    visible_entities_query: Query<&VisibleEntities>,
    sprite_query: Query<(&Transform, &SpriteBorder)>,
    border_asset: Res<Assets<BorderPolygon>>,
    picking_camera: Res<CursorHoveringCamera>, 
    mut cursor_on_event_writer: EventWriter<CursorOnSprite>,
){/*...*/}

Dependencies

~19–46MB
~741K SLoC