# 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.
		
			
				
	
	
		
			155 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Animates a sprite in response to a keyboard event.
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//!
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//! See `sprite_sheet.rs` for an example where the sprite animation loops indefinitely.
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use std::time::Duration;
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use bevy::{input::common_conditions::input_just_pressed, 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, execute_animations)
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        .add_systems(
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            Update,
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            (
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                // press the right arrow key to animate the right sprite
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                trigger_animation::<RightSprite>.run_if(input_just_pressed(KeyCode::ArrowRight)),
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                // press the left arrow key to animate the left sprite
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                trigger_animation::<LeftSprite>.run_if(input_just_pressed(KeyCode::ArrowLeft)),
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            ),
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        )
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        .run();
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}
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// This system runs when the user clicks the left arrow key or right arrow key
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fn trigger_animation<S: Component>(mut query: Query<&mut AnimationConfig, With<S>>) {
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    // we expect the Component of type S to be used as a marker Component by only a single entity
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    let mut animation = query.single_mut();
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    // we create a new timer when the animation is triggered
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    animation.frame_timer = AnimationConfig::timer_from_fps(animation.fps);
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}
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#[derive(Component)]
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struct AnimationConfig {
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    first_sprite_index: usize,
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    last_sprite_index: usize,
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    fps: u8,
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    frame_timer: Timer,
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}
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impl AnimationConfig {
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    fn new(first: usize, last: usize, fps: u8) -> Self {
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        Self {
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            first_sprite_index: first,
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            last_sprite_index: last,
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            fps,
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            frame_timer: Self::timer_from_fps(fps),
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        }
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    }
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    fn timer_from_fps(fps: u8) -> Timer {
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        Timer::new(Duration::from_secs_f32(1.0 / (fps as f32)), TimerMode::Once)
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    }
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}
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// This system loops through all the sprites in the `TextureAtlas`, from  `first_sprite_index` to
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// `last_sprite_index` (both defined in `AnimationConfig`).
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fn execute_animations(
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    time: Res<Time>,
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    mut query: Query<(&mut AnimationConfig, &mut TextureAtlas)>,
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) {
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    for (mut config, mut atlas) in &mut query {
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        // we track how long the current sprite has been displayed for
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        config.frame_timer.tick(time.delta());
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        // If it has been displayed for the user-defined amount of time (fps)...
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        if config.frame_timer.just_finished() {
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            if atlas.index == config.last_sprite_index {
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                // ...and it IS the last frame, then we move back to the first frame and stop.
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                atlas.index = config.first_sprite_index;
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            } else {
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                // ...and it is NOT the last frame, then we move to the next frame...
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                atlas.index += 1;
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                // ...and reset the frame timer to start counting all over again
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                config.frame_timer = AnimationConfig::timer_from_fps(config.fps);
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            }
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        }
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    }
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}
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#[derive(Component)]
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struct LeftSprite;
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#[derive(Component)]
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struct RightSprite;
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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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    commands.spawn(Camera2d);
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    // load the sprite sheet using the `AssetServer`
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    let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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    // the sprite sheet has 7 sprites arranged in a row, and they are all 24px x 24px
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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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    // the first (left-hand) sprite runs at 10 FPS
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    let animation_config_1 = AnimationConfig::new(1, 6, 10);
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    // create the first (left-hand) sprite
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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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                .with_translation(Vec3::new(-50.0, 0.0, 0.0)),
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            texture: texture.clone(),
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            ..default()
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        },
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        TextureAtlas {
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            layout: texture_atlas_layout.clone(),
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            index: animation_config_1.first_sprite_index,
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        },
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        LeftSprite,
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        animation_config_1,
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    ));
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    // the second (right-hand) sprite runs at 20 FPS
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    let animation_config_2 = AnimationConfig::new(1, 6, 20);
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    // create the second (right-hand) sprite
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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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                .with_translation(Vec3::new(50.0, 0.0, 0.0)),
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            texture: texture.clone(),
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            ..default()
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        },
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        TextureAtlas {
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            layout: texture_atlas_layout.clone(),
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            index: animation_config_2.first_sprite_index,
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        },
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        RightSprite,
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        animation_config_2,
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    ));
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    // create a minimal UI explaining how to interact with the example
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    commands.spawn(TextBundle {
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        text: Text::from_section(
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            "Left Arrow Key: Animate Left Sprite\nRight Arrow Key: Animate Right Sprite",
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            TextStyle::default(),
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        ),
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        style: Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        },
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        ..default()
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    });
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}
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