# Objective After the `TextureAtlas` changes that landed in 0.13, `SpriteSheetBundle` is equivalent to `TextureAtlas` + `SpriteBundle` and `AtlasImageBundle` is equivalent to `TextureAtlas` + `ImageBundle`. As such, the atlas bundles aren't particularly useful / necessary additions to the API anymore. In addition, atlas bundles are inconsistent with `ImageScaleMode` (also introduced in 0.13) which doesn't have its own version of each image bundle. ## Solution Deprecate `SpriteSheetBundle` and `AtlasImageBundle` in favor of including `TextureAtlas` as a separate component alongside `SpriteBundle` and `ImageBundle`, respectively. --- ## Changelog - Deprecated `SpriteSheetBundle` and `AtlasImageBundle`. ## Migration Guide - `SpriteSheetBundle` has been deprecated. Use `TextureAtlas` alongside a `SpriteBundle` instead. - `AtlasImageBundle` has been deprecated. Use `TextureAtlas` alongside an `ImageBundle` instead.
		
			
				
	
	
		
			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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use bevy::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, animate_sprite)
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        .run();
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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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#[derive(Component, Deref, DerefMut)]
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struct AnimationTimer(Timer);
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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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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(Camera2dBundle::default());
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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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