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Diff/tyler274-rummage-cursor-rules-mtgjson-importer ↔ tyler274-rummage-cursor-rules-imagenode

Comparison

A · Cursor rules · tyler274/rummageB · Cursor rules · tyler274/rummage
What each file covers, counted
DimensionSharedOnly in AOnly in BOverlap
Sections0060%
Commands000—
Section tags0020%

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 any

Section tags

0 shared · 0 only in A · 2 only in B
  • + database
  • + ui

Line diff

+62 added−5 removed6 unchanged8.8% identical
tyler274/rummage · .cursor/rules/mtgjson_importer.mdc
@@ −1 @@
1---
2description:
3globs: src/cards/mtgjson/**
4alwaysApply: false
5---
6The MTGJSON API importer for cards should include a build macro that actually imports and
7generates card definition rust module files for every card from every set into the src/cards/sets directory.
8 
 
 
 
 
9 
10The build macro should update the sets and card definitions if there are are any changes
11or new card/sets. The build macro should also use the cache we implemented to respect API rate limits.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 ---
22 description:
3−globs: src/cards/mtgjson/**
3+globs:
44 alwaysApply: false
55 ---
6−The MTGJSON API importer for cards should include a build macro that actually imports and
7−generates card definition rust module files for every card from every set into the src/cards/sets directory.
6+# Bevy 0.15 UI Image Component Changes
87  
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`
912  
10−The build macro should update the sets and card definitions if there are are any changes
11−or new card/sets. The build macro should also use the cache we implemented to respect API rate limits.
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
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