2024-04-23 21:44:03 +00:00
|
|
|
//! Animates a sprite in response to a keyboard event.
|
|
|
|
//!
|
|
|
|
//! See `sprite_sheet.rs` for an example where the sprite animation loops indefinitely.
|
|
|
|
|
|
|
|
use std::time::Duration;
|
|
|
|
|
2024-09-24 11:42:59 +00:00
|
|
|
use bevy::{input::common_conditions::input_just_pressed, prelude::*};
|
2024-04-23 21:44:03 +00:00
|
|
|
|
|
|
|
fn main() {
|
|
|
|
App::new()
|
|
|
|
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
|
|
|
|
.add_systems(Startup, setup)
|
|
|
|
.add_systems(Update, execute_animations)
|
|
|
|
.add_systems(
|
|
|
|
Update,
|
|
|
|
(
|
|
|
|
// press the right arrow key to animate the right sprite
|
|
|
|
trigger_animation::<RightSprite>.run_if(input_just_pressed(KeyCode::ArrowRight)),
|
|
|
|
// press the left arrow key to animate the left sprite
|
|
|
|
trigger_animation::<LeftSprite>.run_if(input_just_pressed(KeyCode::ArrowLeft)),
|
|
|
|
),
|
|
|
|
)
|
|
|
|
.run();
|
|
|
|
}
|
|
|
|
|
|
|
|
// This system runs when the user clicks the left arrow key or right arrow key
|
|
|
|
fn trigger_animation<S: Component>(mut query: Query<&mut AnimationConfig, With<S>>) {
|
|
|
|
// we expect the Component of type S to be used as a marker Component by only a single entity
|
|
|
|
let mut animation = query.single_mut();
|
|
|
|
// we create a new timer when the animation is triggered
|
|
|
|
animation.frame_timer = AnimationConfig::timer_from_fps(animation.fps);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Component)]
|
|
|
|
struct AnimationConfig {
|
|
|
|
first_sprite_index: usize,
|
|
|
|
last_sprite_index: usize,
|
|
|
|
fps: u8,
|
|
|
|
frame_timer: Timer,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl AnimationConfig {
|
|
|
|
fn new(first: usize, last: usize, fps: u8) -> Self {
|
|
|
|
Self {
|
|
|
|
first_sprite_index: first,
|
|
|
|
last_sprite_index: last,
|
|
|
|
fps,
|
|
|
|
frame_timer: Self::timer_from_fps(fps),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn timer_from_fps(fps: u8) -> Timer {
|
|
|
|
Timer::new(Duration::from_secs_f32(1.0 / (fps as f32)), TimerMode::Once)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// This system loops through all the sprites in the `TextureAtlas`, from `first_sprite_index` to
|
|
|
|
// `last_sprite_index` (both defined in `AnimationConfig`).
|
2024-10-09 16:17:26 +00:00
|
|
|
fn execute_animations(time: Res<Time>, mut query: Query<(&mut AnimationConfig, &mut Sprite)>) {
|
|
|
|
for (mut config, mut sprite) in &mut query {
|
2024-04-23 21:44:03 +00:00
|
|
|
// we track how long the current sprite has been displayed for
|
|
|
|
config.frame_timer.tick(time.delta());
|
|
|
|
|
|
|
|
// If it has been displayed for the user-defined amount of time (fps)...
|
|
|
|
if config.frame_timer.just_finished() {
|
2024-10-09 16:17:26 +00:00
|
|
|
if let Some(atlas) = &mut sprite.texture_atlas {
|
|
|
|
if atlas.index == config.last_sprite_index {
|
|
|
|
// ...and it IS the last frame, then we move back to the first frame and stop.
|
|
|
|
atlas.index = config.first_sprite_index;
|
|
|
|
} else {
|
|
|
|
// ...and it is NOT the last frame, then we move to the next frame...
|
|
|
|
atlas.index += 1;
|
|
|
|
// ...and reset the frame timer to start counting all over again
|
|
|
|
config.frame_timer = AnimationConfig::timer_from_fps(config.fps);
|
|
|
|
}
|
2024-04-23 21:44:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Component)]
|
|
|
|
struct LeftSprite;
|
|
|
|
|
|
|
|
#[derive(Component)]
|
|
|
|
struct RightSprite;
|
|
|
|
|
|
|
|
fn setup(
|
|
|
|
mut commands: Commands,
|
|
|
|
asset_server: Res<AssetServer>,
|
|
|
|
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
|
|
|
|
) {
|
2024-10-05 01:59:52 +00:00
|
|
|
commands.spawn(Camera2d);
|
2024-04-23 21:44:03 +00:00
|
|
|
|
|
|
|
// load the sprite sheet using the `AssetServer`
|
|
|
|
let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
|
|
|
|
|
|
|
|
// the sprite sheet has 7 sprites arranged in a row, and they are all 24px x 24px
|
|
|
|
let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
|
|
|
|
let texture_atlas_layout = texture_atlas_layouts.add(layout);
|
|
|
|
|
|
|
|
// the first (left-hand) sprite runs at 10 FPS
|
|
|
|
let animation_config_1 = AnimationConfig::new(1, 6, 10);
|
|
|
|
|
|
|
|
// create the first (left-hand) sprite
|
|
|
|
commands.spawn((
|
2024-10-09 16:17:26 +00:00
|
|
|
Sprite {
|
|
|
|
image: texture.clone(),
|
|
|
|
texture_atlas: Some(TextureAtlas {
|
|
|
|
layout: texture_atlas_layout.clone(),
|
|
|
|
index: animation_config_1.first_sprite_index,
|
|
|
|
}),
|
2024-04-23 21:44:03 +00:00
|
|
|
..default()
|
|
|
|
},
|
2024-10-09 16:17:26 +00:00
|
|
|
Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(-50.0, 0.0, 0.0)),
|
2024-04-23 21:44:03 +00:00
|
|
|
LeftSprite,
|
|
|
|
animation_config_1,
|
|
|
|
));
|
|
|
|
|
|
|
|
// the second (right-hand) sprite runs at 20 FPS
|
|
|
|
let animation_config_2 = AnimationConfig::new(1, 6, 20);
|
|
|
|
|
|
|
|
// create the second (right-hand) sprite
|
|
|
|
commands.spawn((
|
2024-10-09 16:17:26 +00:00
|
|
|
Sprite {
|
|
|
|
image: texture.clone(),
|
|
|
|
texture_atlas: Some(TextureAtlas {
|
|
|
|
layout: texture_atlas_layout.clone(),
|
|
|
|
index: animation_config_2.first_sprite_index,
|
|
|
|
}),
|
|
|
|
..Default::default()
|
2024-04-23 21:44:03 +00:00
|
|
|
},
|
|
|
|
RightSprite,
|
|
|
|
animation_config_2,
|
|
|
|
));
|
|
|
|
|
|
|
|
// create a minimal UI explaining how to interact with the example
|
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
|
|
|
commands.spawn((
|
|
|
|
Text::new("Left Arrow Key: Animate Left Sprite\nRight Arrow Key: Animate Right Sprite"),
|
|
|
|
Style {
|
2024-04-23 21:44:03 +00:00
|
|
|
position_type: PositionType::Absolute,
|
|
|
|
top: Val::Px(12.0),
|
|
|
|
left: Val::Px(12.0),
|
|
|
|
..default()
|
|
|
|
},
|
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
|
|
|
));
|
2024-04-23 21:44:03 +00:00
|
|
|
}
|