use comet::prelude::*; fn setup(app: &mut App, renderer: &mut Renderer2D) { // Creating a texture atlas from the provided textures in the vector renderer.set_texture_atlas_by_paths(vec!["./res/textures/comet_icon.png".to_string()]); // Creating a camera entity let cam = app.new_entity(); app.add_component(cam, Transform2D::new()); app.add_component(cam, Camera2D::new(v2::new(2.0, 2.0), 1.0, 1)); // Creating a textured entity let e0 = app.new_entity(); app.add_component(e0, Transform2D::new()); let mut render = Render2D::new(); render.set_visibility(true); render.set_texture("./res/textures/comet_icon.png"); app.add_component(e0, render); } fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) { renderer.render_scene_2d(app.scene()) } fn main() { App::new() .with_title("Textured Entity") .with_preset(App2D) .run::(setup, update); }