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https://github.com/bevyengine/bevy
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c27cc59e0d
# Objective `bevy::render::texture::ImageSettings` was added to prelude in #5566, so these `use` statements are unnecessary and the examples can be made a bit more concise. ## Solution Remove `use bevy::render::texture::ImageSettings`
52 lines
1.7 KiB
Rust
52 lines
1.7 KiB
Rust
//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
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//! into a texture atlas, and changing the displayed image periodically.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(ImageSettings::default_nearest()) // prevents blurry sprites
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.add_plugins(DefaultPlugins)
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.add_startup_system(setup)
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.add_system(animate_sprite)
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.run();
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}
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#[derive(Component, Deref, DerefMut)]
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struct AnimationTimer(Timer);
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fn animate_sprite(
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time: Res<Time>,
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texture_atlases: Res<Assets<TextureAtlas>>,
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mut query: Query<(
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&mut AnimationTimer,
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&mut TextureAtlasSprite,
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&Handle<TextureAtlas>,
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)>,
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) {
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for (mut timer, mut sprite, texture_atlas_handle) in &mut query {
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timer.tick(time.delta());
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if timer.just_finished() {
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let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
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sprite.index = (sprite.index + 1) % texture_atlas.textures.len();
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}
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}
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}
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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_atlases: ResMut<Assets<TextureAtlas>>,
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) {
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let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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let texture_atlas = TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1);
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let texture_atlas_handle = texture_atlases.add(texture_atlas);
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commands.spawn_bundle(Camera2dBundle::default());
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commands
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.spawn_bundle(SpriteSheetBundle {
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texture_atlas: texture_atlas_handle,
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transform: Transform::from_scale(Vec3::splat(6.0)),
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..default()
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})
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.insert(AnimationTimer(Timer::from_seconds(0.1, true)));
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}
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