Struct bevy_animations::LinearTransformAnimation

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pub struct LinearTransformAnimation {
    pub animation_frames: Vec<usize>,
    pub meters_per_frame: f32,
    pub repeating: bool,
    /* private fields */
}
Expand description

This Is Primarily For Animations on objects, for example a projectile

§Example

fn init_animation(
    mut animations: ResMut<Animations>,
    mut commands: Commands,
    asset_server: ResMut<AssetServer>,
    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
    let asset = asset_server.load("path/to/your/sprite_sheet");

    let texture_atlas = TextureAtlas::from_grid(asset, Vec2::new(16.0, 16.0), 10, 1, None, None);

    let texture_atlas_handle = texture_atlases.add(texture_atlas);

    let entity = commands
        .spawn(AnimationDirection::default())
        .insert(SpriteSheetBundle {
            texture_atlas: texture_atlas_handle.clone(),
            ..Default::default()
        })
        .id();
    animations.insert_animation(
        NewAnimation {
            handle: texture_atlas_handle.clone(), /* the handle for the TextureAtlas */
            animation: AnimationType::LinearTransform(
                LinearTransformAnimation::new(
                    Vec::from(PLAYER_RUNNING_FRAMES), /* animation_frames */
                    PLAYER_METERS_PER_FRAME,          /* meters_per_frame */
                    true,                             /* repeating */
                ),
                "player_running", /* AnimationName */
            ),
        },
        Some(entity), /* specify an entity to add the animation to now instead of later */
    )
}

Fields§

§animation_frames: Vec<usize>§meters_per_frame: f32§repeating: bool

Implementations§

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impl LinearTransformAnimation

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pub fn sprite_index(&mut self, _direction: &AnimationDirection) -> usize

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pub fn cycle_animation( &mut self, texture_atlas: Mut<'_, TextureAtlas>, transform: Mut<'_, Transform>, pixels_per_meter: f32 ) -> Option<()>

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pub fn reset_animation(&mut self, texture_atlas: Option<Mut<'_, TextureAtlas>>)

Trait Implementations§

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impl Clone for LinearTransformAnimation

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fn clone(&self) -> LinearTransformAnimation

Returns a copy 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 LinearTransformAnimation

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

Formats the value using the given formatter. Read more
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impl Default for LinearTransformAnimation

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fn default() -> LinearTransformAnimation

Returns the “default value” for a type. Read more

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