bevy_mod_aseprite

Crates.iobevy_mod_aseprite
lib.rsbevy_mod_aseprite
version0.8.1
sourcesrc
created_at2022-12-23 23:56:44.212679
updated_at2024-07-30 09:47:19.500921
descriptionA plugin for using Aseprite animations in Bevy
homepage
repositoryhttps://github.com/lerouxrgd/bevy_mod_aseprite
max_upload_size
id744767
size153,600
Romain Leroux (lerouxrgd)

documentation

README

Aseprite plugin for Bevy

latest doc

A plugin for using Aseprite animations in Bevy.

The AsepriteBundle is composed of the same fields as the SpriteSheetBundle but with two extra components, Handle<Aseprite> and AsepriteAnimation.

Example

Aseprite Example

See examples/aseprite.rs for a complete example, you can run it with:

cargo run --example aseprite

Usage

Basic usage is as follows:

fn load_assets(asset_server: Res<AssetServer>, mut aseprite_handles: ResMut<AsepriteHandles>) {
    let player: Handle<Aseprite> = asset_server.load("player.ase");
    aseprite_handles.push(player);
}

fn setup(
    mut commands: Commands,
    aseprite_handles: Res<AsepriteHandles>,
    aseprites: Res<Assets<Aseprite>>,
) {
    let aseprite_handle = &aseprite_handles[0];
    let aseprite = aseprites.get(aseprite_handle).unwrap();
    let animation = AsepriteAnimation::new(aseprite.info(), "idle");

    commands
        .spawn(Player)
        .insert(AsepriteBundle {
            texture: aseprite.texture().clone_weak(),
            atlas: TextureAtlas {
                index: animation.current_frame(),
                layout: aseprite.layout().clone_weak(),
            },
            aseprite: aseprite_handle.clone_weak(),
            animation,
            ..default()
        });
}

#[derive(Resource, Deref, DerefMut, Default)]
struct AsepriteHandles(Vec<Handle<Aseprite>>);

The component AsepriteAnimation also exposes methods to get information such as the current animation frame (within the tag or not), its duration, or the number of remaining frames. This can be useful to transition states at the end of an animation:

fn transition_player(
    time: Res<Time>,
    player_q: Query<(&PlayerState, &Handle<Aseprite>, &AsepriteAnimation), With<Player>>,
    aseprites: Res<Assets<Aseprite>>,
    mut ev_player_changed: EventWriter<PlayerChanged>,
) {
    let (&player_state, handle, anim) = player_q.single();
    let aseprite = aseprites.get(handle).unwrap();
    match player_state {
        PlayerState::Attack => {
            let remaining_frames = anim.remaining_tag_frames(aseprite.info()).unwrap();
            let frame_finished = anim.frame_finished(time.delta());
            if remaining_frames == 0 && frame_finished {
                ev_player_changed.send(PlayerState::Stand.into());
            }
        }
        _ => (),
    }
}

Bevy Compatibility

bevy bevy_mod_aseprite
0.14 0.8
0.13 0.7
0.12 0.6
0.11 0.5
0.10 0.4
0.9 0.2, 0.3
0.8 0.1

History

This crate started as a fork of mdenchev/bevy_aseprite.

Commit count: 28

cargo fmt