Crate bevy_2dviewangle

Source
Expand description

Bevy plugin to easier to manage and switch texture base on view angles.

§Quickstart

// Struct to store sprite sheet
use bevy::prelude::*;
use bevy_2dviewangle::{Angle, View2dActor, ViewChanged};
use bevy_2dviewangle::View2dCollection;

#[derive(View2dCollection, Default)]
struct MyAssets {
    #[textureview(actor = "player", action = "idle", angle = "front")]
    pub idle_front: Handle<Image>,

    // If not specify actor/action, the previous value will be used
    #[textureview(angle = "back")]
    pub idle_back: Handle<Image>,

    // If the angle "right" is not defined, it will be flipped base on the angle "left" image
    #[textureview(angle = "left")]
    pub idle_left: Handle<Image>,

    // If angle is any, other angle which has not been defined will use this value
    #[textureview(angle = "any")]
    pub idle_any_layout: Handle<TextureAtlasLayout>,
}

// Change the sprite sheet by sending event
fn switch_sprite(
    mut actors: Query<(&mut View2dActor, Entity)>,
    mut action_event: EventWriter<ViewChanged>,
) {
    for (mut act, e) in actors.iter_mut() {
        act.action = ActionMyAssets::Idle;
        act.angle = AngleMyAssets::Right;
        action_event.send(ViewChanged { entity: e });
    }
}

Please see in examples for more detail.

This plugin can work with bevy_asset_loader too:

use bevy::prelude::{Handle, Image, Resource, TextureAtlasLayout};
use bevy_asset_loader::prelude::AssetCollection;
use bevy_2dviewangle::View2dCollection;

#[derive(AssetCollection, View2dCollection, Resource)]
pub struct MyAssets {
    #[asset(path = "frog_idle_front.png")]
    #[textureview(actor = "frog", action = "idle", angle = "front")]
    pub idle_front: Handle<Image>,

    #[asset(path = "frog_idle_back.png")]
    #[textureview(angle = "back")]
    pub idle_back: Handle<Image>,

    #[asset(path = "frog_idle_left.png")]
    #[textureview(angle = "left")]
    pub idle_left: Handle<Image>,

    #[asset(texture_atlas_layout(tile_size_x = 16, tile_size_y = 16, columns = 1, rows = 3))]
    #[textureview(angle = "any")]
    pub front_layout: Handle<TextureAtlasLayout>,
}

Structs§

Enums§

Traits§

  • The trait to use in derive macro. You won’t need to implement this trait.

Derive Macros§