2024-04-23 21:44:03 +00:00
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//! Animates a sprite in response to a keyboard event.
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//!
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//! See `sprite_sheet.rs` for an example where the sprite animation loops indefinitely.
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use std::time::Duration;
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2024-09-24 11:42:59 +00:00
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use bevy::{input::common_conditions::input_just_pressed, prelude::*};
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2024-04-23 21:44:03 +00:00
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
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.add_systems(Startup, setup)
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.add_systems(Update, execute_animations)
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.add_systems(
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Update,
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(
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// press the right arrow key to animate the right sprite
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trigger_animation::<RightSprite>.run_if(input_just_pressed(KeyCode::ArrowRight)),
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// press the left arrow key to animate the left sprite
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trigger_animation::<LeftSprite>.run_if(input_just_pressed(KeyCode::ArrowLeft)),
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),
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)
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.run();
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}
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// This system runs when the user clicks the left arrow key or right arrow key
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2024-10-13 20:32:06 +00:00
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fn trigger_animation<S: Component>(mut animation: Single<&mut AnimationConfig, With<S>>) {
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2024-04-23 21:44:03 +00:00
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// we create a new timer when the animation is triggered
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animation.frame_timer = AnimationConfig::timer_from_fps(animation.fps);
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}
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#[derive(Component)]
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struct AnimationConfig {
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first_sprite_index: usize,
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last_sprite_index: usize,
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fps: u8,
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frame_timer: Timer,
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}
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impl AnimationConfig {
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fn new(first: usize, last: usize, fps: u8) -> Self {
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Self {
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first_sprite_index: first,
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last_sprite_index: last,
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fps,
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frame_timer: Self::timer_from_fps(fps),
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}
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}
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fn timer_from_fps(fps: u8) -> Timer {
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Timer::new(Duration::from_secs_f32(1.0 / (fps as f32)), TimerMode::Once)
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}
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}
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// This system loops through all the sprites in the `TextureAtlas`, from `first_sprite_index` to
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// `last_sprite_index` (both defined in `AnimationConfig`).
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2024-10-09 16:17:26 +00:00
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fn execute_animations(time: Res<Time>, mut query: Query<(&mut AnimationConfig, &mut Sprite)>) {
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for (mut config, mut sprite) in &mut query {
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2024-04-23 21:44:03 +00:00
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// we track how long the current sprite has been displayed for
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config.frame_timer.tick(time.delta());
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// If it has been displayed for the user-defined amount of time (fps)...
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if config.frame_timer.just_finished() {
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2024-10-09 16:17:26 +00:00
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if let Some(atlas) = &mut sprite.texture_atlas {
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if atlas.index == config.last_sprite_index {
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// ...and it IS the last frame, then we move back to the first frame and stop.
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atlas.index = config.first_sprite_index;
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} else {
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// ...and it is NOT the last frame, then we move to the next frame...
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atlas.index += 1;
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// ...and reset the frame timer to start counting all over again
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config.frame_timer = AnimationConfig::timer_from_fps(config.fps);
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}
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2024-04-23 21:44:03 +00:00
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}
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}
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}
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}
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#[derive(Component)]
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struct LeftSprite;
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#[derive(Component)]
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struct RightSprite;
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
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) {
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2024-10-05 01:59:52 +00:00
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commands.spawn(Camera2d);
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2024-04-23 21:44:03 +00:00
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// load the sprite sheet using the `AssetServer`
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let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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// the sprite sheet has 7 sprites arranged in a row, and they are all 24px x 24px
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let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
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let texture_atlas_layout = texture_atlas_layouts.add(layout);
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// the first (left-hand) sprite runs at 10 FPS
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let animation_config_1 = AnimationConfig::new(1, 6, 10);
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// create the first (left-hand) sprite
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commands.spawn((
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2024-10-09 16:17:26 +00:00
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Sprite {
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image: texture.clone(),
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texture_atlas: Some(TextureAtlas {
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layout: texture_atlas_layout.clone(),
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index: animation_config_1.first_sprite_index,
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}),
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2024-04-23 21:44:03 +00:00
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..default()
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},
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2024-10-09 16:17:26 +00:00
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Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(-50.0, 0.0, 0.0)),
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2024-04-23 21:44:03 +00:00
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LeftSprite,
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animation_config_1,
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));
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// the second (right-hand) sprite runs at 20 FPS
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let animation_config_2 = AnimationConfig::new(1, 6, 20);
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// create the second (right-hand) sprite
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commands.spawn((
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2024-10-09 16:17:26 +00:00
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Sprite {
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image: texture.clone(),
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texture_atlas: Some(TextureAtlas {
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layout: texture_atlas_layout.clone(),
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index: animation_config_2.first_sprite_index,
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}),
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..Default::default()
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2024-04-23 21:44:03 +00:00
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},
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2024-10-09 23:51:28 +00:00
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Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(50.0, 0.0, 0.0)),
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2024-04-23 21:44:03 +00:00
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RightSprite,
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animation_config_2,
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));
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// create a minimal UI explaining how to interact with the example
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Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
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commands.spawn((
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Text::new("Left Arrow Key: Animate Left Sprite\nRight Arrow Key: Animate Right Sprite"),
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Merge Style properties into Node. Use ComputedNode for computed properties. (#15975)
# Objective
Continue improving the user experience of our UI Node API in the
direction specified by [Bevy's Next Generation Scene / UI
System](https://github.com/bevyengine/bevy/discussions/14437)
## Solution
As specified in the document above, merge `Style` fields into `Node`,
and move "computed Node fields" into `ComputedNode` (I chose this name
over something like `ComputedNodeLayout` because it currently contains
more than just layout info. If we want to break this up / rename these
concepts, lets do that in a separate PR). `Style` has been removed.
This accomplishes a number of goals:
## Ergonomics wins
Specifying both `Node` and `Style` is now no longer required for
non-default styles
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
## Conceptual clarity
`Style` was never a comprehensive "style sheet". It only defined "core"
style properties that all `Nodes` shared. Any "styled property" that
couldn't fit that mold had to be in a separate component. A "real" style
system would style properties _across_ components (`Node`, `Button`,
etc). We have plans to build a true style system (see the doc linked
above).
By moving the `Style` fields to `Node`, we fully embrace `Node` as the
driving concept and remove the "style system" confusion.
## Next Steps
* Consider identifying and splitting out "style properties that aren't
core to Node". This should not happen for Bevy 0.15.
---
## Migration Guide
Move any fields set on `Style` into `Node` and replace all `Style`
component usage with `Node`.
Before:
```rust
commands.spawn((
Node::default(),
Style {
width: Val::Px(100.),
..default()
},
));
```
After:
```rust
commands.spawn(Node {
width: Val::Px(100.),
..default()
});
```
For any usage of the "computed node properties" that used to live on
`Node`, use `ComputedNode` instead:
Before:
```rust
fn system(nodes: Query<&Node>) {
for node in &nodes {
let computed_size = node.size();
}
}
```
After:
```rust
fn system(computed_nodes: Query<&ComputedNode>) {
for computed_node in &computed_nodes {
let computed_size = computed_node.size();
}
}
```
2024-10-18 22:25:33 +00:00
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Node {
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2024-04-23 21:44:03 +00:00
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**
# Objective
- Implement https://github.com/bevyengine/bevy/discussions/15014
## Solution
This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.
Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.
## Testing
- [x] Text examples all work.
---
## Showcase
TODO: showcase-worthy
## Migration Guide
TODO: very breaking
### Accessing text spans by index
Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.
Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
let text = query.single_mut();
text.sections[1].value = format_time(time.elapsed());
}
```
After:
```rust
fn refresh_text(
query: Query<Entity, With<TimeText>>,
mut writer: UiTextWriter,
time: Res<Time>
) {
let entity = query.single();
*writer.text(entity, 1) = format_time(time.elapsed());
}
```
### Iterating text spans
Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.
---------
Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
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));
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2024-04-23 21:44:03 +00:00
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}
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