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sprite_sheet.rs
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sprite_sheet.rs
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//! 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(Startup, setup)
.add_systems(Update, 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)),
));
}