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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())) |
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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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trigger_animation::<RightSprite>.run_if(input_just_pressed(KeyCode::ArrowRight)), |
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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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fn trigger_animation<S: Component>(mut animation: Single<&mut AnimationConfig, With<S>>) { |
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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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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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config.frame_timer.tick(time.delta()); |
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if config.frame_timer.just_finished() |
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&& let Some(atlas) = &mut sprite.texture_atlas |
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{ |
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if atlas.index == config.last_sprite_index { |
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atlas.index = config.first_sprite_index; |
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} else { |
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atlas.index += 1; |
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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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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: px(12), |
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left: px(12), |
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..default() |
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}, |
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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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let animation_config_1 = AnimationConfig::new(1, 6, 10); |
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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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let animation_config_2 = AnimationConfig::new(1, 6, 20); |
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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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} |