many_animated_sprites/
many_animated_sprites.rs1use std::time::Duration;
7
8use bevy::{
9 diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
10 prelude::*,
11 window::{PresentMode, WindowResolution},
12 winit::WinitSettings,
13};
14
15use rand::Rng;
16
17const CAMERA_SPEED: f32 = 1000.0;
18
19fn main() {
20 App::new()
21 .add_plugins((
23 LogDiagnosticsPlugin::default(),
24 FrameTimeDiagnosticsPlugin::default(),
25 DefaultPlugins.set(WindowPlugin {
26 primary_window: Some(Window {
27 present_mode: PresentMode::AutoNoVsync,
28 resolution: WindowResolution::new(1920, 1080).with_scale_factor_override(1.0),
29 ..default()
30 }),
31 ..default()
32 }),
33 ))
34 .insert_resource(WinitSettings::continuous())
35 .add_systems(Startup, setup)
36 .add_systems(
37 Update,
38 (
39 animate_sprite,
40 print_sprite_count,
41 move_camera.after(print_sprite_count),
42 ),
43 )
44 .run();
45}
46
47fn setup(
48 mut commands: Commands,
49 assets: Res<AssetServer>,
50 mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
51) {
52 warn!(include_str!("warning_string.txt"));
53
54 let mut rng = rand::rng();
55
56 let tile_size = Vec2::splat(64.0);
57 let map_size = Vec2::splat(320.0);
58
59 let half_x = (map_size.x / 2.0) as i32;
60 let half_y = (map_size.y / 2.0) as i32;
61
62 let texture_handle = assets.load("textures/rpg/chars/gabe/gabe-idle-run.png");
63 let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
64 let texture_atlas_handle = texture_atlases.add(texture_atlas);
65
66 commands.spawn(Camera2d);
69
70 for y in -half_y..half_y {
72 for x in -half_x..half_x {
73 let position = Vec2::new(x as f32, y as f32);
74 let translation = (position * tile_size).extend(rng.random::<f32>());
75 let rotation = Quat::from_rotation_z(rng.random::<f32>());
76 let scale = Vec3::splat(rng.random::<f32>() * 2.0);
77 let mut timer = Timer::from_seconds(0.1, TimerMode::Repeating);
78 timer.set_elapsed(Duration::from_secs_f32(rng.random::<f32>()));
79
80 commands.spawn((
81 Sprite {
82 image: texture_handle.clone(),
83 texture_atlas: Some(TextureAtlas::from(texture_atlas_handle.clone())),
84 custom_size: Some(tile_size),
85 ..default()
86 },
87 Transform {
88 translation,
89 rotation,
90 scale,
91 },
92 AnimationTimer(timer),
93 ));
94 }
95 }
96}
97
98fn move_camera(time: Res<Time>, mut camera_transform: Single<&mut Transform, With<Camera>>) {
100 camera_transform.rotate(Quat::from_rotation_z(time.delta_secs() * 0.5));
101 **camera_transform = **camera_transform
102 * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_secs());
103}
104
105#[derive(Component, Deref, DerefMut)]
106struct AnimationTimer(Timer);
107
108fn animate_sprite(
109 time: Res<Time>,
110 texture_atlases: Res<Assets<TextureAtlasLayout>>,
111 mut query: Query<(&mut AnimationTimer, &mut Sprite)>,
112) {
113 for (mut timer, mut sprite) in query.iter_mut() {
114 timer.tick(time.delta());
115 if timer.just_finished() {
116 let Some(atlas) = &mut sprite.texture_atlas else {
117 continue;
118 };
119 let texture_atlas = texture_atlases.get(&atlas.layout).unwrap();
120 atlas.index = (atlas.index + 1) % texture_atlas.textures.len();
121 }
122 }
123}
124
125#[derive(Deref, DerefMut)]
126struct PrintingTimer(Timer);
127
128impl Default for PrintingTimer {
129 fn default() -> Self {
130 Self(Timer::from_seconds(1.0, TimerMode::Repeating))
131 }
132}
133
134fn print_sprite_count(time: Res<Time>, mut timer: Local<PrintingTimer>, sprites: Query<&Sprite>) {
136 timer.tick(time.delta());
137
138 if timer.just_finished() {
139 info!("Sprites: {}", sprites.iter().count());
140 }
141}