bevy/examples/2d/sprite_animation.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**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>
2024-10-09 18:35:36 +00:00

146 lines
5.1 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 query: Query<&mut AnimationConfig, With<S>>) {
// we expect the Component of type S to be used as a marker Component by only a single entity
let mut animation = query.single_mut();
// 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()
},
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"),
Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}