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use *;
use crate::;
/// A spritesheet image that is split into cells, each one representing an animation frame.
///
/// With a [Spritesheet], you can [create new animations](Spritesheet::create_animation) with layout queries:
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_spritesheet_animation::prelude::*;
/// fn create_animated_sprite(
/// mut commands: Commands,
/// assets: Res<AssetServer>,
/// ) {
/// // We're working with a spritesheet with 8 columns and 4 rows
///
/// let image = assets.load("character.png");
///
/// let animation = Spritesheet::new(&image, 8, 4)
/// .create_animation()
/// // Use all the frames in row 2
/// .add_row(2)
/// // Add a few extra frames
/// .add_cell(4, 0)
/// .add_cell(4, 3)
/// // Get the final animation
/// .build();
///
/// // ... omitted: create a sprite that uses this animation
/// }
/// ```
///
/// A [Spritesheet] also provides helpers to generate Bevy components like Sprites and TextureAtlases that match the source image.
///
/// ```
/// # use bevy::prelude::*;
/// # use bevy_spritesheet_animation::prelude::*;
/// fn create_animated_sprite(
/// mut commands: Commands,
/// assets: Res<AssetServer>,
/// images: ResMut<Assets<Image>>,
/// mut atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
/// # spritesheet: &mut Spritesheet,
/// ) {
/// // ... omitted: create an animation from the spritesheet
/// # let animation = Handle::default();
///
/// // Create a standard Bevy sprite using the spritesheet's image and layout
///
/// let sprite = spritesheet
/// .with_loaded_image(&images)
/// .expect("the image is not loaded")
/// .sprite(&mut atlas_layouts);
///
/// commands.spawn((
/// // This is a regular Bevy sprite
/// sprite,
/// // This is the component that animates the sprite
/// SpritesheetAnimation::new(animation),
/// ));
/// }
/// ```