| Dimension | Shared | Only in A | Only in B | Overlap |
|---|---|---|---|---|
| Sections | 0 | 0 | 6 | 0% |
| Commands | 0 | 0 | 0 | — |
| Section tags | 0 | 0 | 2 | 0% |
What each file covers
Sections
0 shared · 0 only in A · 6 only in B- + Bevy 0.15 UI Image Component Changes
- + Deprecated Components
- + Migration Guide
- + World Space Images (formerly `SpriteBundle`)
- + UI Images (formerly using `UiImage`)
- + Important Notes
Commands
neither file has anySection tags
0 shared · 0 only in A · 2 only in B- + database
- + ui
Line diff
tyler274/rummage · .cursor/rules/general.mdc
@@ −1 @@
1---
2description: General rules to always be applied
3globs:
4alwaysApply: true
5---
61. Using Bevy 0.16.x APIs that aren't deprecated, we are implementing a robust unit and integrated end to end tested Magic the Gathering Commander format game engine.
72. Text2dBundle, SpriteBundle, NodeBundle, Camera2dBundle, SpatialBundle etc are deprecated for Text2d, Sprite, Node, and Camera2d respectively.
83. Use bevy_persistent for all persistent data operations.
94. Use bevy_replicon for networking.
105. Always check for and fix any compiler warnings and errors when changing code.
116. Always keep documentation in sync with the implementation.
127. Stage all the changed files determined using "git status" with a descriptive commit
13message using repeated "-m" flags for proper multiline commits in a single command
14invocation.
158. Use chainable builder pattern APIs to construct structs in a reusable way. Especially
16in test code. These builders/constructors should be const where possible.
17
tyler274/rummage · .cursor/rules/imagenode.mdc
@@ +1 @@
1---
2description:
3globs:
4alwaysApply: false
5---
6# Bevy 0.15 UI Image Component Changes
7
8## Deprecated Components
9- `SpriteBundle` - Deprecated in favor of using `Sprite` component directly
10- `Text2dBundle`, `NodeBundle`, `Camera2dBundle`, `SpatialBundle` - All deprecated in favor of direct component usage
11- `UiImage` - Renamed to `ImageNode`
12
13## Migration Guide
14
15### World Space Images (formerly `SpriteBundle`)
16```rust
17// OLD (deprecated)
18commands.spawn(SpriteBundle {
19 sprite: Sprite {
20 custom_size: Some(Vec2::new(100.0, 100.0)),
21 ..default()
22 },
23 transform: Transform::from_xyz(0.0, 0.0, 0.0),
24 image: asset_server.load("image.png"),
25 ..default()
26});
27
28// NEW
29commands.spawn((
30 Sprite {
31 custom_size: Some(Vec2::new(100.0, 100.0)),
32 ..default()
33 },
34 Transform::from_xyz(0.0, 0.0, 0.0),
35 asset_server.load::<Image>("image.png"),
36));
37```
38
39### UI Images (formerly using `UiImage`)
40```rust
41// OLD (deprecated)
42commands.spawn((
43 Node {
44 width: Val::Px(100.0),
45 height: Val::Px(100.0),
46 ..default()
47 },
48 UiImage::new(asset_server.load("image.png")),
49));
50
51// NEW
52commands.spawn((
53 Node {
54 width: Val::Px(100.0),
55 height: Val::Px(100.0),
56 ..default()
57 },
58 ImageNode {
59 image: asset_server.load("image.png"),
60 ..default()
61 },
62));
63```
64
65## Important Notes
66- When using `Sprite` directly, it automatically adds `Transform` and `Visibility` components
67- `ImageNode` field names have changed - use `image` instead of `texture`
68- Required Components are now the preferred Bevy approach over Bundles
@@ −1 +1 @@
11 ---
2−description: General rules to always be applied
2+description:
33 globs:
4−alwaysApply: true
4+alwaysApply: false
55 ---
6−1. Using Bevy 0.16.x APIs that aren't deprecated, we are implementing a robust unit and integrated end to end tested Magic the Gathering Commander format game engine.
7−2. Text2dBundle, SpriteBundle, NodeBundle, Camera2dBundle, SpatialBundle etc are deprecated for Text2d, Sprite, Node, and Camera2d respectively.
8−3. Use bevy_persistent for all persistent data operations.
9−4. Use bevy_replicon for networking.
10−5. Always check for and fix any compiler warnings and errors when changing code.
11−6. Always keep documentation in sync with the implementation.
12−7. Stage all the changed files determined using "git status" with a descriptive commit
13−message using repeated "-m" flags for proper multiline commits in a single command
14−invocation.
15−8. Use chainable builder pattern APIs to construct structs in a reusable way. Especially
16−in test code. These builders/constructors should be const where possible.
6+# Bevy 0.15 UI Image Component Changes
177
8+## Deprecated Components
9+- `SpriteBundle` - Deprecated in favor of using `Sprite` component directly
10+- `Text2dBundle`, `NodeBundle`, `Camera2dBundle`, `SpatialBundle` - All deprecated in favor of direct component usage
11+- `UiImage` - Renamed to `ImageNode`
12+
13+## Migration Guide
14+
15+### World Space Images (formerly `SpriteBundle`)
16+```rust
17+// OLD (deprecated)
18+commands.spawn(SpriteBundle {
19+ sprite: Sprite {
20+ custom_size: Some(Vec2::new(100.0, 100.0)),
21+ ..default()
22+ },
23+ transform: Transform::from_xyz(0.0, 0.0, 0.0),
24+ image: asset_server.load("image.png"),
25+ ..default()
26+});
27+
28+// NEW
29+commands.spawn((
30+ Sprite {
31+ custom_size: Some(Vec2::new(100.0, 100.0)),
32+ ..default()
33+ },
34+ Transform::from_xyz(0.0, 0.0, 0.0),
35+ asset_server.load::<Image>("image.png"),
36+));
37+```
38+
39+### UI Images (formerly using `UiImage`)
40+```rust
41+// OLD (deprecated)
42+commands.spawn((
43+ Node {
44+ width: Val::Px(100.0),
45+ height: Val::Px(100.0),
46+ ..default()
47+ },
48+ UiImage::new(asset_server.load("image.png")),
49+));
50+
51+// NEW
52+commands.spawn((
53+ Node {
54+ width: Val::Px(100.0),
55+ height: Val::Px(100.0),
56+ ..default()
57+ },
58+ ImageNode {
59+ image: asset_server.load("image.png"),
60+ ..default()
61+ },
62+));
63+```
64+
65+## Important Notes
66+- When using `Sprite` directly, it automatically adds `Transform` and `Visibility` components
67+- `ImageNode` field names have changed - use `image` instead of `texture`
68+- Required Components are now the preferred Bevy approach over Bundles
