mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
ab407aa697
This pull request is following the discussion on the issue #1127. Additionally, it integrates the change proposed by #1112. The list of change of this pull request: * ✨ Add `Timer::times_finished` method that counts the number of wraps for repeating timers. * ♻️ Refactored `Timer` * 🐛 Fix a bug where 2 successive calls to `Timer::tick` which makes a repeating timer to finish makes `Timer::just_finished` to return `false` where it should return `true`. Minimal failing example: ```rust use bevy::prelude::*; let mut timer: Timer<()> = Timer::from_seconds(1.0, true); timer.tick(1.5); assert!(timer.finished()); assert!(timer.just_finished()); timer.tick(1.5); assert!(timer.finished()); assert!(timer.just_finished()); // <- This fails where it should not ``` * 📚 Add extensive documentation for Timer with doc examples. * ✨ Add a `Stopwatch` struct similar to `Timer` with extensive doc and tests. Even if the type specialization is not retained for bevy, the doc, bugfix and added method are worth salvaging 😅. This is my first PR for bevy, please be kind to me ❤️ . Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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
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.spawn(OrthographicCameraBundle::new_2d())
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.spawn(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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.with(Timer::from_seconds(0.1, true));
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}
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