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sprite_sheet.rs
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/
sprite_sheet.rs
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use bevy::prelude::*;
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_startup_system(setup.system())
.add_system(animate_sprite_system.system())
.run();
}
fn animate_sprite_system(
time: Res<Time>,
texture_atlases: Res<Assets<TextureAtlas>>,
mut query: Query<(&mut Timer, &mut TextureAtlasSprite, &Handle<TextureAtlas>)>,
) {
for (mut timer, mut sprite, texture_atlas_handle) in query.iter_mut() {
timer.tick(time.delta());
if timer.finished() {
let texture_atlas = texture_atlases.get(texture_atlas_handle).unwrap();
sprite.index = ((sprite.index as usize + 1) % texture_atlas.textures.len()) as u32;
}
}
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let texture_atlas = TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
commands
.spawn(OrthographicCameraBundle::new_2d())
.spawn(SpriteSheetBundle {
texture_atlas: texture_atlas_handle,
transform: Transform::from_scale(Vec3::splat(6.0)),
..Default::default()
})
.with(Timer::from_seconds(0.1, true));
}