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

An AnimationClip is a reusable sequence of frames. It is the most basic building block for creating animations.

The “frames” of an animation clip actually are TextureAtlas entries, referred to by their indices. At runtime, they will be automatically assigned to our entities’ TextureAtlas component to make things move.

Default parameters like duration, repeat and direction can be specified. The AnimationStages that reference an AnimationClip will inherit its parameters if they don’t specify their own.

An animation clip can also contain markers to identify frames of interest. When an animation reaches such a frame, a MarkerHit event will be emitted. See the documentation of AnimationEvent for more details.

§Example

let spritesheet = Spritesheet::new(8, 4);

let clip_id = library.new_clip(|clip| {
    clip
        // Use all the frames in row 4
        .push_frame_indices(spritesheet.row(4))
        // Set a default duration for this clip
        .set_default_duration(AnimationDuration::PerCycle(500));
});

// For simple animations, just pass the clip to an animation with into()

let animation1_id = library.new_animation(|animation| {
    animation.add_stage(clip_id.into());
});

// If you want more flexibility, explicitly use animation stages

let animation2_id = library.new_animation(|animation| {
    // An animation with two stages:
    // - clip played once, slowly
    // - the same clip played twice, with a higher speed

    let mut slow_stage = AnimationStage::from_clip(clip_id);
    slow_stage.set_duration(AnimationDuration::PerCycle(500));

    let mut fast_stage = AnimationStage::from_clip(clip_id);
    fast_stage
        .set_duration(AnimationDuration::PerCycle(300))
        .set_repeat(2);

    animation
        .add_stage(slow_stage)
        .add_stage(fast_stage);
});

Implementations§

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impl AnimationClip

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pub fn push_frame_indices<I: IntoIterator<Item = usize>>( &mut self, indices: I ) -> &mut Self

Pushes new frames into the clip.

§Arguments

indices: the indices of the frames in the sprite’s texture atlas

§Examples

You can specify frames with raw indices:

let clip_id = library.new_clip(|clip| {
    clip.push_frame_indices([0, 1, 7, 8]);
});

Alternatively, you can use a Spritesheet helper:

let spritesheet = Spritesheet::new(3, 4);

let clip_id = library.new_clip(|clip| {
    clip.push_frame_indices(spritesheet.row(2));
});
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pub fn add_marker( &mut self, marker_id: AnimationMarkerId, frame_index: usize ) -> &mut Self

Adds a marker to a frame of this clip.

§Arguments
  • marker_id - the ID of the marker
  • frame_index - the index of the frame to attach the marker to
§Example

See the documentation of AnimationEvent for more details.

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pub fn markers(&self) -> &HashMap<usize, Vec<AnimationMarkerId>>

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pub fn frame_indices(&self) -> &[usize]

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pub fn frame_count(&self) -> usize

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pub fn set_default_duration(&mut self, duration: AnimationDuration) -> &mut Self

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pub fn default_duration(&self) -> &Option<AnimationDuration>

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pub fn set_default_repeat(&mut self, repeat: u32) -> &mut Self

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pub fn default_repeat(&self) -> &Option<u32>

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pub fn set_default_direction( &mut self, direction: AnimationDirection ) -> &mut Self

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pub fn default_direction(&self) -> &Option<AnimationDirection>

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pub fn set_default_easing(&mut self, easing: Easing) -> &mut Self

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pub fn default_easing(&self) -> &Option<Easing>

Trait Implementations§

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impl Clone for AnimationClip

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fn clone(&self) -> AnimationClip

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 AnimationClip

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

Formats the value using the given formatter. Read more

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