 4847f7e3ad
			
		
	
	
		4847f7e3ad
		
	
	
	
	
		
			
			Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 
Co-authored-by: devil-ira <justthecooldude@gmail.com>
		
	
			
		
			
				
	
	
		
			53 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			53 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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| 
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| use bevy::{prelude::*, render::texture::ImageSettings};
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| 
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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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| 
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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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|     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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| 
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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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