bevy/examples/2d/sprite_sheet.rs

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use bevy::prelude::*;
fn main() {
App::build()
.add_default_plugins()
.add_startup_system(setup.system())
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.add_system(animate_sprite_system.system())
.run();
}
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fn animate_sprite_system(
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texture_atlases: Res<Assets<TextureAtlas>>,
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mut timer: ComMut<Timer>,
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mut sprite: ComMut<TextureAtlasSprite>,
texture_atlas_handle: Com<Handle<TextureAtlas>>,
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) {
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if timer.finished {
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let texture_atlas = texture_atlases.get(&texture_atlas_handle).unwrap();
sprite.index = ((sprite.index as usize + 1) % texture_atlas.textures.len()) as u32;
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timer.reset();
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}
}
fn setup(
asset_server: Res<AssetServer>,
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mut textures: ResMut<Assets<Texture>>,
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mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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command_buffer: &mut CommandBuffer,
) {
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let texture_handle = asset_server
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.load_sync(
&mut textures,
"assets/textures/rpg/chars/gabe/gabe-idle-run.png",
)
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.unwrap();
let texture = textures.get(&texture_handle).unwrap();
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let texture_atlas = TextureAtlas::from_grid(texture_handle, texture.size, 7, 1);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
command_buffer
.build()
.entity_with(OrthographicCameraComponents::default())
.entity_with(SpriteSheetComponents {
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texture_atlas: texture_atlas_handle,
scale: Scale(6.0),
..Default::default()
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})
.with(Timer::from_seconds(0.1));
}