mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
81b53d15d4
Resolves #1253 #1562 This makes the Commands apis consistent with World apis. This moves to a "type state" pattern (like World) where the "current entity" is stored in an `EntityCommands` builder. In general this tends to cuts down on indentation and line count. It comes at the cost of needing to type `commands` more and adding more semicolons to terminate expressions. I also added `spawn_bundle` to Commands because this is a common enough operation that I think its worth providing a shorthand.
41 lines
1.4 KiB
Rust
41 lines
1.4 KiB
Rust
use bevy::prelude::*;
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup.system())
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.add_system(animate_sprite_system.system())
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.run();
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}
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fn animate_sprite_system(
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time: Res<Time>,
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texture_atlases: Res<Assets<TextureAtlas>>,
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mut query: Query<(&mut Timer, &mut TextureAtlasSprite, &Handle<TextureAtlas>)>,
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) {
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for (mut timer, mut sprite, texture_atlas_handle) in query.iter_mut() {
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timer.tick(time.delta());
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if timer.finished() {
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let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
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sprite.index = ((sprite.index as usize + 1) % texture_atlas.textures.len()) as u32;
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}
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}
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}
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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_atlases: ResMut<Assets<TextureAtlas>>,
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) {
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let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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let texture_atlas = TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1);
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let texture_atlas_handle = texture_atlases.add(texture_atlas);
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands
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.spawn_bundle(SpriteSheetBundle {
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texture_atlas: texture_atlas_handle,
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transform: Transform::from_scale(Vec3::splat(6.0)),
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..Default::default()
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})
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.insert(Timer::from_seconds(0.1, true));
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}
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