mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
145 lines
5 KiB
Rust
145 lines
5 KiB
Rust
//! 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;
|
|
|
|
use bevy::{input::common_conditions::input_just_pressed, prelude::*};
|
|
|
|
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 animation: Single<&mut AnimationConfig, With<S>>) {
|
|
// 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`).
|
|
fn execute_animations(time: Res<Time>, mut query: Query<(&mut AnimationConfig, &mut Sprite)>) {
|
|
for (mut config, mut sprite) in &mut query {
|
|
// 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() {
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct LeftSprite;
|
|
|
|
#[derive(Component)]
|
|
struct RightSprite;
|
|
|
|
fn setup(
|
|
mut commands: Commands,
|
|
asset_server: Res<AssetServer>,
|
|
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
|
|
) {
|
|
commands.spawn(Camera2d);
|
|
|
|
// 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((
|
|
Sprite {
|
|
image: texture.clone(),
|
|
texture_atlas: Some(TextureAtlas {
|
|
layout: texture_atlas_layout.clone(),
|
|
index: animation_config_1.first_sprite_index,
|
|
}),
|
|
..default()
|
|
},
|
|
Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(-50.0, 0.0, 0.0)),
|
|
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((
|
|
Sprite {
|
|
image: texture.clone(),
|
|
texture_atlas: Some(TextureAtlas {
|
|
layout: texture_atlas_layout.clone(),
|
|
index: animation_config_2.first_sprite_index,
|
|
}),
|
|
..Default::default()
|
|
},
|
|
Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(50.0, 0.0, 0.0)),
|
|
RightSprite,
|
|
animation_config_2,
|
|
));
|
|
|
|
// create a minimal UI explaining how to interact with the example
|
|
commands.spawn((
|
|
Text::new("Left Arrow Key: Animate Left Sprite\nRight Arrow Key: Animate Right Sprite"),
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
));
|
|
}
|