mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 15:14:50 +00:00
64 lines
2 KiB
Rust
64 lines
2 KiB
Rust
//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
|
|
//! into a texture atlas, and changing the displayed image periodically.
|
|
|
|
use bevy::prelude::*;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
|
|
.add_systems((setup.on_startup(), animate_sprite))
|
|
.run();
|
|
}
|
|
|
|
#[derive(Component)]
|
|
struct AnimationIndices {
|
|
first: usize,
|
|
last: usize,
|
|
}
|
|
|
|
#[derive(Component, Deref, DerefMut)]
|
|
struct AnimationTimer(Timer);
|
|
|
|
fn animate_sprite(
|
|
time: Res<Time>,
|
|
mut query: Query<(
|
|
&AnimationIndices,
|
|
&mut AnimationTimer,
|
|
&mut TextureAtlasSprite,
|
|
)>,
|
|
) {
|
|
for (indices, mut timer, mut sprite) in &mut query {
|
|
timer.tick(time.delta());
|
|
if timer.just_finished() {
|
|
sprite.index = if sprite.index == indices.last {
|
|
indices.first
|
|
} else {
|
|
sprite.index + 1
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
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, None, None);
|
|
let texture_atlas_handle = texture_atlases.add(texture_atlas);
|
|
// Use only the subset of sprites in the sheet that make up the run animation
|
|
let animation_indices = AnimationIndices { first: 1, last: 6 };
|
|
commands.spawn(Camera2dBundle::default());
|
|
commands.spawn((
|
|
SpriteSheetBundle {
|
|
texture_atlas: texture_atlas_handle,
|
|
sprite: TextureAtlasSprite::new(animation_indices.first),
|
|
transform: Transform::from_scale(Vec3::splat(6.0)),
|
|
..default()
|
|
},
|
|
animation_indices,
|
|
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
|
|
));
|
|
}
|