 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			64 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			1.9 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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| 
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| use bevy::prelude::*;
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| 
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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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| 
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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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| 
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| #[derive(Component, Deref, DerefMut)]
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| struct AnimationTimer(Timer);
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| 
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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 TextureAtlas)>,
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| ) {
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|     for (indices, mut timer, mut atlas) in &mut query {
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|         timer.tick(time.delta());
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|         if timer.just_finished() {
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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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|         SpriteBundle {
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|             transform: Transform::from_scale(Vec3::splat(6.0)),
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|             texture,
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|             ..default()
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|         },
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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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|         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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