# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
		
			
				
	
	
		
			66 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			2.0 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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        .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, animate_sprite)
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        .run();
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}
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#[derive(Component)]
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struct AnimationIndices {
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    first: usize,
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    last: usize,
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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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    mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut Sprite)>,
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) {
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    for (indices, mut timer, mut sprite) in &mut query {
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        timer.tick(time.delta());
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        if timer.just_finished() {
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            if let Some(atlas) = &mut sprite.texture_atlas {
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                atlas.index = if atlas.index == indices.last {
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                    indices.first
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                } else {
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                    atlas.index + 1
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                };
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            }
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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_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
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) {
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    let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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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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    // Use only the subset of sprites in the sheet that make up the run animation
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    let animation_indices = AnimationIndices { first: 1, last: 6 };
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    commands.spawn(Camera2d);
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    commands.spawn((
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        Sprite::from_atlas_image(
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            texture,
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            TextureAtlas {
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                layout: texture_atlas_layout,
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                index: animation_indices.first,
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            },
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        ),
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        Transform::from_scale(Vec3::splat(6.0)),
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        animation_indices,
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        AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
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    ));
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}
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