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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())) |
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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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|
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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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&& let Some(atlas) = &mut sprite.texture_atlas |
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{ |
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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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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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let animation_indices = AnimationIndices { first: 1, last: 6 }; |
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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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} |