bevy2
use bevy::prelude::*;
#[derive(Component)]
struct AnimationTimer(Timer);
#[derive(Component)]
struct AnimationIndices {
first: usize,
last: usize,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.add_systems(Startup, setup)
.add_systems(Update, animate_sprite)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
) {
commands.spawn(Camera2d);
let texture = asset_server.load("ArchDemonBasicAtk001-Sheet.png");
let layout: TextureAtlasLayout = TextureAtlasLayout::from_grid(
UVec2::new(256, 128),
15,
1,
None,
None,
);
let texture_atlas_layout = texture_atlas_layouts.add(layout);
// 动画索引范围 - 使用所有10帧
let animation_indices = AnimationIndices { first: 0, last: 14 };
// 创建实体并添加所需组件
commands.spawn(Sprite::from_atlas_image(
texture,
TextureAtlas {
layout: texture_atlas_layout,
index: animation_indices.first,
},
))
.insert(Transform::from_scale(Vec3::splat(6.0))) // 可以调整缩放比例
.insert(animation_indices)
.insert(AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating))); // 可以调整动画速度
}
fn animate_sprite(
time: Res<Time>,
mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut Sprite)>,
) {
for (indices, mut timer, mut sprite) in query.iter_mut() {
timer.0.tick(time.delta());
if timer.0.just_finished() {
if let Some(atlas) = &mut sprite.texture_atlas {
atlas.index = if atlas.index == indices.last {
indices.first
} else {
atlas.index + 1
};
}
}
}
}