SpriteAnimation

Struct SpriteAnimation 

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pub struct SpriteAnimation { /* private fields */ }
Expand description

Animation state for cycling through sprite sheet frames.

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impl SpriteAnimation

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pub fn new(total_frames: u32, fps: f32) -> Self

Create a new animation for all frames.

Examples found in repository?
examples/sprite_sheet.rs (line 193)
148fn main() {
149    logging::init();
150
151    run_app(|ctx| {
152        let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
153        let mut windows = HashMap::new();
154
155        let scale = Window::platform_dpi() as f32;
156        let window = ctx
157            .create_window(WindowDescriptor {
158                title: "Sprite Sheet Animation Example".to_string(),
159                size: Some(WinitPhysicalSize::new(400.0 * scale, 400.0 * scale)),
160                ..Default::default()
161            })
162            .expect("Failed to create window");
163
164        let renderable_window = RenderableWindow::new_with_descriptor(
165            window,
166            graphics_ctx.clone(),
167            WindowContextDescriptor {
168                format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
169                ..Default::default()
170            },
171        ).expect("Failed to create renderable window");
172
173        let window_id = renderable_window.id();
174        windows.insert(window_id, renderable_window);
175
176        // Generate sprite sheet
177        let (sprite_data, tex_width, tex_height) = generate_sprite_sheet_data();
178        let sprite_sheet = SpriteSheet::from_data(
179            &graphics_ctx,
180            &sprite_data,
181            tex_width,
182            tex_height,
183            SpriteSheetDescriptor {
184                sprite_width: 64,
185                sprite_height: 64,
186                columns: 4,
187                rows: 1,
188                ..Default::default()
189            },
190        );
191
192        // Create animation (4 frames at 8 fps)
193        let animation = SpriteAnimation::new(4, 8.0);
194
195        // Create shader module
196        let shader = graphics_ctx.device.create_shader_module(wgpu::ShaderModuleDescriptor {
197            label: Some("Sprite Shader"),
198            source: wgpu::ShaderSource::Wgsl(SHADER.into()),
199        });
200
201        // Create bind group layout
202        let bind_group_layout = graphics_ctx.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
203            label: Some("Sprite Bind Group Layout"),
204            entries: &[
205                wgpu::BindGroupLayoutEntry {
206                    binding: 0,
207                    visibility: wgpu::ShaderStages::VERTEX,
208                    ty: wgpu::BindingType::Buffer {
209                        ty: wgpu::BufferBindingType::Uniform,
210                        has_dynamic_offset: false,
211                        min_binding_size: None,
212                    },
213                    count: None,
214                },
215                wgpu::BindGroupLayoutEntry {
216                    binding: 1,
217                    visibility: wgpu::ShaderStages::FRAGMENT,
218                    ty: wgpu::BindingType::Texture {
219                        sample_type: wgpu::TextureSampleType::Float { filterable: true },
220                        view_dimension: wgpu::TextureViewDimension::D2,
221                        multisampled: false,
222                    },
223                    count: None,
224                },
225                wgpu::BindGroupLayoutEntry {
226                    binding: 2,
227                    visibility: wgpu::ShaderStages::FRAGMENT,
228                    ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
229                    count: None,
230                },
231            ],
232        });
233
234        // Create pipeline layout
235        let pipeline_layout = graphics_ctx.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
236            label: Some("Sprite Pipeline Layout"),
237            bind_group_layouts: &[&bind_group_layout],
238            push_constant_ranges: &[],
239        });
240
241        // Create render pipeline
242        let pipeline = graphics_ctx.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
243            label: Some("Sprite Pipeline"),
244            layout: Some(&pipeline_layout),
245            vertex: wgpu::VertexState {
246                module: &shader,
247                entry_point: Some("vs_main"),
248                buffers: &[wgpu::VertexBufferLayout {
249                    array_stride: std::mem::size_of::<Vertex>() as u64,
250                    step_mode: wgpu::VertexStepMode::Vertex,
251                    attributes: &[
252                        wgpu::VertexAttribute {
253                            offset: 0,
254                            shader_location: 0,
255                            format: wgpu::VertexFormat::Float32x2,
256                        },
257                        wgpu::VertexAttribute {
258                            offset: 8,
259                            shader_location: 1,
260                            format: wgpu::VertexFormat::Float32x2,
261                        },
262                    ],
263                }],
264                compilation_options: wgpu::PipelineCompilationOptions::default(),
265            },
266            fragment: Some(wgpu::FragmentState {
267                module: &shader,
268                entry_point: Some("fs_main"),
269                targets: &[Some(wgpu::ColorTargetState {
270                    format: wgpu::TextureFormat::Bgra8UnormSrgb,
271                    blend: Some(wgpu::BlendState::ALPHA_BLENDING),
272                    write_mask: wgpu::ColorWrites::ALL,
273                })],
274                compilation_options: wgpu::PipelineCompilationOptions::default(),
275            }),
276            primitive: wgpu::PrimitiveState {
277                topology: wgpu::PrimitiveTopology::TriangleList,
278                ..Default::default()
279            },
280            depth_stencil: None,
281            multisample: wgpu::MultisampleState::default(),
282            multiview: None,
283            cache: None,
284        });
285
286        // Create uniform buffer
287        let uniforms = Uniforms {
288            mvp: [
289                [1.0, 0.0, 0.0, 0.0],
290                [0.0, 1.0, 0.0, 0.0],
291                [0.0, 0.0, 1.0, 0.0],
292                [0.0, 0.0, 0.0, 1.0],
293            ],
294        };
295        let uniform_buffer = graphics_ctx.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
296            label: Some("Uniform Buffer"),
297            contents: bytemuck::cast_slice(&[uniforms]),
298            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
299        });
300
301        // Create sampler
302        let sampler = graphics_ctx.device.create_sampler(&wgpu::SamplerDescriptor {
303            label: Some("Sprite Sampler"),
304            mag_filter: wgpu::FilterMode::Linear,
305            min_filter: wgpu::FilterMode::Linear,
306            ..Default::default()
307        });
308
309        // Create bind group
310        let bind_group = graphics_ctx.device.create_bind_group(&wgpu::BindGroupDescriptor {
311            label: Some("Sprite Bind Group"),
312            layout: &bind_group_layout,
313            entries: &[
314                wgpu::BindGroupEntry {
315                    binding: 0,
316                    resource: uniform_buffer.as_entire_binding(),
317                },
318                wgpu::BindGroupEntry {
319                    binding: 1,
320                    resource: wgpu::BindingResource::TextureView(sprite_sheet.view()),
321                },
322                wgpu::BindGroupEntry {
323                    binding: 2,
324                    resource: wgpu::BindingResource::Sampler(&sampler),
325                },
326            ],
327        });
328
329        // Initial vertex buffer (will be updated each frame with new UVs)
330        let vertices = create_quad_vertices(0.0, 0.0, 1.0, 1.0);
331        let vertex_buffer = graphics_ctx.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
332            label: Some("Vertex Buffer"),
333            contents: bytemuck::cast_slice(&vertices),
334            usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
335        });
336
337        Box::new(App {
338            _context: graphics_ctx,
339            windows,
340            pipeline,
341            bind_group,
342            vertex_buffer,
343            uniform_buffer,
344            sprite_sheet,
345            animation,
346            last_update: Instant::now(),
347        })
348    });
349}
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pub fn with_range(start: u32, end: u32, fps: f32) -> Self

Create an animation for a range of frames.

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pub fn looping(self, looping: bool) -> Self

Set whether the animation loops.

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pub fn update(&mut self, dt: f32) -> bool

Update the animation with elapsed time.

Returns true if the frame changed.

Examples found in repository?
examples/sprite_sheet.rs (line 369)
363    fn update(&mut self, _ctx: &mut astrelis_winit::app::AppCtx, _time: &astrelis_winit::FrameTime) {
364        let now = Instant::now();
365        let dt = now.duration_since(self.last_update).as_secs_f32();
366        self.last_update = now;
367
368        // Update animation
369        if self.animation.update(dt) {
370            // Frame changed - update vertex buffer with new UVs
371            let frame = self.animation.current_frame();
372            let uv = self.sprite_sheet.sprite_uv(frame);
373            let vertices = create_quad_vertices(uv.u_min, uv.v_min, uv.u_max, uv.v_max);
374            
375            // Get context from first window
376            if let Some(window) = self.windows.values().next() {
377                window.context().graphics_context().queue.write_buffer(
378                    &self.vertex_buffer,
379                    0,
380                    bytemuck::cast_slice(&vertices),
381                );
382            }
383        }
384    }
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pub fn current_frame(&self) -> u32

Get the current frame index.

Examples found in repository?
examples/sprite_sheet.rs (line 371)
363    fn update(&mut self, _ctx: &mut astrelis_winit::app::AppCtx, _time: &astrelis_winit::FrameTime) {
364        let now = Instant::now();
365        let dt = now.duration_since(self.last_update).as_secs_f32();
366        self.last_update = now;
367
368        // Update animation
369        if self.animation.update(dt) {
370            // Frame changed - update vertex buffer with new UVs
371            let frame = self.animation.current_frame();
372            let uv = self.sprite_sheet.sprite_uv(frame);
373            let vertices = create_quad_vertices(uv.u_min, uv.v_min, uv.u_max, uv.v_max);
374            
375            // Get context from first window
376            if let Some(window) = self.windows.values().next() {
377                window.context().graphics_context().queue.write_buffer(
378                    &self.vertex_buffer,
379                    0,
380                    bytemuck::cast_slice(&vertices),
381                );
382            }
383        }
384    }
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pub fn set_frame(&mut self, frame: u32)

Jump to a specific frame.

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pub fn play(&mut self)

Play the animation.

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pub fn pause(&mut self)

Pause the animation.

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pub fn stop(&mut self)

Stop and reset the animation.

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pub fn is_playing(&self) -> bool

Check if the animation is playing.

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pub fn is_finished(&self) -> bool

Check if the animation has finished (only relevant for non-looping).

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pub fn reverse(&mut self)

Reverse the animation direction.

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pub fn set_fps(&mut self, fps: f32)

Set the playback speed (fps).

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pub fn progress(&self) -> f32

Get normalized progress (0.0 to 1.0).

Trait Implementations§

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impl Clone for SpriteAnimation

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fn clone(&self) -> SpriteAnimation

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for SpriteAnimation

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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