Files
bevy/examples/2d/sprite_sheet.rs
James Liu 8e52194d70 CI fixes for Rust 1.89 (#20462)
Adopted from #20456

Notes:

* The origin of the `dead_code` lints were coming from the `ShaderType `
derive macro. This has been reported as
https://github.com/teoxoy/encase/issues/102, and a temporary
workspace-wide `allow` added to the top level Cargo.toml.
* One of the lints pointed out that `PartialEq` and `Eq` may not work as
expected for function pointers, so `CloneBehavior` no longer implements
either trait, and pattern matching is used in instead.

Original PR Description:
># Objective
>
>Unbreak CI.
>
> ## Solution
>
> Fix the lints.
>
>I've opted for anonymous lifetimes in every revealed case so far;
please let me know if you think I should used named lifetimes in
specific cases and why.
>
>## Testing
>
>Is CI green?
>
>## Context
>
> This lint originally had a much larger splash damage, with fairly
negative effects on Bevy. See
https://github.com/rust-lang/rust/issues/131725.
>
> The more restricted former is much more helpful, despite the large
diff in this PR. Bevy is a large code base!
>
>## TODO
>
>- [x] discuss proposed lifetime lint fixes
>,- [x] use cargo clippy --fix to fix newly uncovered docs misformatting
>- [x] fix newly revealed dead code issues
>- [x] ensure CI is green

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Mike <mike.hsu@gmail.com>
2025-08-08 21:14:36 +00:00

68 lines
2.0 KiB
Rust

//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
//! into a texture atlas, and changing the displayed image periodically.
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
.add_systems(Startup, setup)
.add_systems(Update, animate_sprite)
.run();
}
#[derive(Component)]
struct AnimationIndices {
first: usize,
last: usize,
}
#[derive(Component, Deref, DerefMut)]
struct AnimationTimer(Timer);
fn animate_sprite(
time: Res<Time>,
mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut Sprite)>,
) {
for (indices, mut timer, mut sprite) in &mut query {
timer.tick(time.delta());
if timer.just_finished()
&& let Some(atlas) = &mut sprite.texture_atlas
{
atlas.index = if atlas.index == indices.last {
indices.first
} else {
atlas.index + 1
};
}
}
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
let texture_atlas_layout = texture_atlas_layouts.add(layout);
// Use only the subset of sprites in the sheet that make up the run animation
let animation_indices = AnimationIndices { first: 1, last: 6 };
commands.spawn(Camera2d);
commands.spawn((
Sprite::from_atlas_image(
texture,
TextureAtlas {
layout: texture_atlas_layout,
index: animation_indices.first,
},
),
Transform::from_scale(Vec3::splat(6.0)),
animation_indices,
AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
));
}