mirror of
https://github.com/bevyengine/bevy
synced 2024-11-28 15:40:21 +00:00
7d40e3ec87
# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
65 lines
2 KiB
Rust
65 lines
2 KiB
Rust
//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
|
|
//! into a texture atlas, and changing the displayed image periodically.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
|
|
.add_systems(Startup, setup)
|
|
.add_systems(Update, animate_sprite)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct AnimationIndices {
|
|
first: usize,
|
|
last: usize,
|
|
}
|
|
|
|
#[derive(Component, Deref, DerefMut)]
|
|
struct AnimationTimer(Timer);
|
|
|
|
fn animate_sprite(
|
|
time: Res<Time>,
|
|
mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut Sprite)>,
|
|
) {
|
|
for (indices, mut timer, mut sprite) in &mut query {
|
|
timer.tick(time.delta());
|
|
|
|
if timer.just_finished() {
|
|
if let Some(atlas) = &mut sprite.texture_atlas {
|
|
atlas.index = if atlas.index == indices.last {
|
|
indices.first
|
|
} else {
|
|
atlas.index + 1
|
|
};
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
|
|
) {
|
|
let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
|
|
let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
|
|
let texture_atlas_layout = texture_atlas_layouts.add(layout);
|
|
// Use only the subset of sprites in the sheet that make up the run animation
|
|
let animation_indices = AnimationIndices { first: 1, last: 6 };
|
|
commands.spawn(Camera2d);
|
|
commands.spawn((
|
|
Sprite::from_atlas_image(
|
|
texture,
|
|
TextureAtlas {
|
|
layout: texture_atlas_layout,
|
|
index: animation_indices.first,
|
|
},
|
|
),
|
|
Transform::from_scale(Vec3::splat(6.0)),
|
|
animation_indices,
|
|
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
|
|
));
|
|
}
|