bevy/examples/2d/sprite_sheet.rs
Carter Anderson ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00

41 lines
1.4 KiB
Rust

use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_startup_system(setup)
.add_system(animate_sprite_system)
.run();
}
fn animate_sprite_system(
time: Res<Time>,
texture_atlases: Res<Assets<TextureAtlas>>,
mut query: Query<(&mut Timer, &mut TextureAtlasSprite, &Handle<TextureAtlas>)>,
) {
for (mut timer, mut sprite, texture_atlas_handle) in query.iter_mut() {
timer.tick(time.delta());
if timer.finished() {
let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
sprite.index = (sprite.index + 1) % texture_atlas.textures.len();
}
}
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let texture_atlas = TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands
.spawn_bundle(SpriteSheetBundle {
texture_atlas: texture_atlas_handle,
transform: Transform::from_scale(Vec3::splat(6.0)),
..Default::default()
})
.insert(Timer::from_seconds(0.1, true));
}