# Objective Make the examples look more uniform and more polished. following the issue #17167 ## Solution - [x] Added a minimal UI explaining how to interact with the examples only when needed. - [x] Used the same notation for interactions ex : "Up Arrow: Move Forward \nLeft / Right Arrow: Turn" - [x] Set the color to [GRAY](https://github.com/bevyengine/bevy/pull/17237#discussion_r1907560092) when it's not visible enough - [x] Changed some colors to be easy on the eyes - [x] removed the //camera comment - [x] Unified the use of capital letters in the examples. - [x] Simplified the mesh2d_arc offset calculations. ... --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com>
		
			
				
	
	
		
			146 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			146 lines
		
	
	
		
			5.0 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 animation: Single<&mut AnimationConfig, With<S>>) {
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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(time: Res<Time>, mut query: Query<(&mut AnimationConfig, &mut Sprite)>) {
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    for (mut config, mut sprite) 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 let Some(atlas) = &mut sprite.texture_atlas {
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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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}
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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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    // Create a minimal UI explaining how to interact with the example
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    commands.spawn((
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        Text::new("Left Arrow: Animate Left Sprite\nRight Arrow: Animate Right Sprite"),
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        Node {
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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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    ));
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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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        Sprite {
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            image: texture.clone(),
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            texture_atlas: Some(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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            ..default()
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        },
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        Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(-70.0, 0.0, 0.0)),
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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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        Sprite {
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            image: texture.clone(),
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            texture_atlas: Some(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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            ..Default::default()
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        },
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        Transform::from_scale(Vec3::splat(6.0)).with_translation(Vec3::new(70.0, 0.0, 0.0)),
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        RightSprite,
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        animation_config_2,
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    ));
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}
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