bevy 0.2.0

A refreshingly simple data-driven game engine and app framework
Documentation
use bevy::prelude::*;

fn main() {
    App::build()
        .add_default_plugins()
        .add_startup_system(setup.system())
        .add_system(animate_sprite_system.system())
        .run();
}

fn animate_sprite_system(
    texture_atlases: Res<Assets<TextureAtlas>>,
    mut query: Query<(&mut Timer, &mut TextureAtlasSprite, &Handle<TextureAtlas>)>,
) {
    for (timer, mut sprite, texture_atlas_handle) in &mut query.iter() {
        if timer.finished {
            let texture_atlas = texture_atlases.get(&texture_atlas_handle).unwrap();
            sprite.index = ((sprite.index as usize + 1) % texture_atlas.textures.len()) as u32;
        }
    }
}

fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut textures: ResMut<Assets<Texture>>,
    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
    let texture_handle = asset_server
        .load_sync(
            &mut textures,
            "assets/textures/rpg/chars/gabe/gabe-idle-run.png",
        )
        .unwrap();
    let texture = textures.get(&texture_handle).unwrap();
    let texture_atlas = TextureAtlas::from_grid(texture_handle, texture.size, 7, 1);
    let texture_atlas_handle = texture_atlases.add(texture_atlas);
    commands
        .spawn(Camera2dComponents::default())
        .spawn(SpriteSheetComponents {
            texture_atlas: texture_atlas_handle,
            transform: Transform::from_scale(6.0),
            ..Default::default()
        })
        .with(Timer::from_seconds(0.1, true));
}