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https://github.com/bevyengine/bevy
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c2c19e5ae4
**Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
146 lines
5.1 KiB
Rust
146 lines
5.1 KiB
Rust
//! Animates a sprite in response to a keyboard event.
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//!
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//! See `sprite_sheet.rs` for an example where the sprite animation loops indefinitely.
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use std::time::Duration;
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use bevy::{input::common_conditions::input_just_pressed, prelude::*};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
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.add_systems(Startup, setup)
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.add_systems(Update, execute_animations)
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.add_systems(
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Update,
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(
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// press the right arrow key to animate the right sprite
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trigger_animation::<RightSprite>.run_if(input_just_pressed(KeyCode::ArrowRight)),
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// press the left arrow key to animate the left sprite
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trigger_animation::<LeftSprite>.run_if(input_just_pressed(KeyCode::ArrowLeft)),
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),
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)
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.run();
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}
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// This system runs when the user clicks the left arrow key or right arrow key
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fn trigger_animation<S: Component>(mut query: Query<&mut AnimationConfig, With<S>>) {
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// we expect the Component of type S to be used as a marker Component by only a single entity
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let mut animation = query.single_mut();
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// we create a new timer when the animation is triggered
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animation.frame_timer = AnimationConfig::timer_from_fps(animation.fps);
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}
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#[derive(Component)]
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struct AnimationConfig {
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first_sprite_index: usize,
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last_sprite_index: usize,
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fps: u8,
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frame_timer: Timer,
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}
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impl AnimationConfig {
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fn new(first: usize, last: usize, fps: u8) -> Self {
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Self {
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first_sprite_index: first,
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last_sprite_index: last,
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fps,
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frame_timer: Self::timer_from_fps(fps),
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}
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}
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fn timer_from_fps(fps: u8) -> Timer {
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Timer::new(Duration::from_secs_f32(1.0 / (fps as f32)), TimerMode::Once)
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}
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}
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// This system loops through all the sprites in the `TextureAtlas`, from `first_sprite_index` to
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// `last_sprite_index` (both defined in `AnimationConfig`).
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fn execute_animations(time: Res<Time>, mut query: Query<(&mut AnimationConfig, &mut Sprite)>) {
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for (mut config, mut sprite) in &mut query {
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// we track how long the current sprite has been displayed for
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config.frame_timer.tick(time.delta());
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// If it has been displayed for the user-defined amount of time (fps)...
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if config.frame_timer.just_finished() {
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if let Some(atlas) = &mut sprite.texture_atlas {
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if atlas.index == config.last_sprite_index {
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// ...and it IS the last frame, then we move back to the first frame and stop.
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atlas.index = config.first_sprite_index;
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} else {
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// ...and it is NOT the last frame, then we move to the next frame...
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atlas.index += 1;
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// ...and reset the frame timer to start counting all over again
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config.frame_timer = AnimationConfig::timer_from_fps(config.fps);
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}
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}
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}
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}
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}
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#[derive(Component)]
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struct LeftSprite;
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#[derive(Component)]
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struct RightSprite;
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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_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
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) {
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commands.spawn(Camera2d);
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// load the sprite sheet using the `AssetServer`
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let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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// the sprite sheet has 7 sprites arranged in a row, and they are all 24px x 24px
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let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
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let texture_atlas_layout = texture_atlas_layouts.add(layout);
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// the first (left-hand) sprite runs at 10 FPS
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let animation_config_1 = AnimationConfig::new(1, 6, 10);
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// create the first (left-hand) sprite
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commands.spawn((
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Sprite {
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image: texture.clone(),
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texture_atlas: Some(TextureAtlas {
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layout: texture_atlas_layout.clone(),
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index: animation_config_1.first_sprite_index,
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}),
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..default()
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},
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Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(-50.0, 0.0, 0.0)),
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LeftSprite,
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animation_config_1,
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));
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// the second (right-hand) sprite runs at 20 FPS
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let animation_config_2 = AnimationConfig::new(1, 6, 20);
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// create the second (right-hand) sprite
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commands.spawn((
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Sprite {
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image: texture.clone(),
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texture_atlas: Some(TextureAtlas {
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layout: texture_atlas_layout.clone(),
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index: animation_config_2.first_sprite_index,
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}),
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..Default::default()
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},
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RightSprite,
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animation_config_2,
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));
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// create a minimal UI explaining how to interact with the example
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commands.spawn((
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Text::new("Left Arrow Key: Animate Left Sprite\nRight Arrow Key: Animate Right Sprite"),
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Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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