pub enum AnimationDirectionIndexes {
    IndexBased(IndexBasedDirection),
    FlipBased(FlipBasedDirection),
    FX(FXBasedDirection),
}
Expand description

This will determing which y index will be in the animating calculation So if we have a sprite sheet like this

Our code implementation will look like this

AnimationDirectionIndexes::new(
    4,  // left
    3,  // right
    2,  // up
    1   // down
);

Note that bevy_animations uses a 1st index basis for the DirectionIndexes instead of 0th index

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We can then take that code and call insert_animation() from the Animations Resource like this

use bevy::prelude::*;
use bevy_animations::*

fn setup_entity(
    mut commands: Commands,
    mut animations: ResMut<Animations>
) {
    let entity = commands.spawn(
        AnimationDirection::Still // the `AnimationDirection` component is needed on the entity to determine the direction
        SpriteSheetBundle {
            atlas: // your texture atlas
            transform: Transform::from_xyz(0., 0., 0.), // your desired location in the `World`
            ..Default::default()
        }
        /* The rest of your entity configuration */
    );

    animations.insert_animation(
        entity.id(),
        AnimationType::Transform(
            TransformAnimation::new(
                /* animation_frames */ vec![0, 1, 2, 3] // the x index for your frames to cycle through
                /* meters per frame */ 0.55 // your desired meters per frame
                /* handle */ texture_atlas_handle // your sprite sheet
                /* frame */ Vec2::new(4., 4.) // the length and height of your sprite sheet
                /* direction_indexes */ AnimationDirectionIndexes::new(4, 3, 2, 1) // from the example above
                /* repeating */ true // if the animation is repeating or not
            )
        )
    )
}

Note how the animation_frames field from the animation definition above is 0th index based

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impl Clone for AnimationDirectionIndexes

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fn clone(&self) -> AnimationDirectionIndexes

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

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

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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 AnimationDirectionIndexes

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fn default() -> Self

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

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