 94e0e1f031
			
		
	
	
		94e0e1f031
		
			
		
	
	
	
	
		
			
			# 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>
		
			
				
	
	
		
			68 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			68 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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| 
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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 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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| 
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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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| 
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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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| 
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|     commands.spawn(Camera2d);
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| 
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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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