pub struct SpriteSheet {
pub path: String,
pub timer: Timer,
pub tile_width: f32,
pub tile_height: f32,
pub rows: u32,
pub columns: u32,
pub indices: Vec<u32>,
pub current_index: u32,
pub animation_state: AnimationState,
pub looping_state: LoopingState,
}Expand description
Struct to represent a sprite sheet.
Fields§
§path: String§timer: Timer§tile_width: f32§tile_height: f32§rows: u32§columns: u32§indices: Vec<u32>§current_index: u32§animation_state: AnimationState§looping_state: LoopingStateImplementations§
Source§impl SpriteSheet
impl SpriteSheet
Sourcepub fn new(
path: String,
looping_state: LoopingState,
tile_size: (f32, f32),
time_between_tiles: f32,
rows: u32,
columns: u32,
indices: Vec<u32>,
) -> Self
pub fn new( path: String, looping_state: LoopingState, tile_size: (f32, f32), time_between_tiles: f32, rows: u32, columns: u32, indices: Vec<u32>, ) -> Self
Creates a new sprite sheet struct.
Examples found in repository?
examples/simple_animation.rs (lines 17-25)
15fn setup(context: &mut Context) {
16 let dummy: Sprite = Sprite::new("textures/lotus_pink_128x128.png".to_string());
17 let scarfy_sprite_sheet: SpriteSheet = SpriteSheet::new(
18 "textures/animations/scarfy.png".to_string(),
19 LoopingState::Once,
20 (124.0, 124.0),
21 0.5,
22 1,
23 6,
24 vec![0, 1, 2, 3, 4, 5]
25 );
26
27 let mut animation: Animation = Animation::default();
28 animation.add_sprite_sheet("run".to_string(), scarfy_sprite_sheet);
29 context.commands.spawn(vec![Box::new(dummy), Box::new(animation)]);
30}More examples
examples/player_animation.rs (lines 21-29)
18fn setup(context: &mut Context) {
19 context.game_loop_listener.fps_cap(120);
20
21 let idle: SpriteSheet = SpriteSheet::new(
22 "textures/animations/player/idle.png".to_string(),
23 LoopingState::Repeat,
24 (512.0, 512.0),
25 0.1,
26 1,
27 10,
28 (0..=9).collect()
29 );
30 let attack: SpriteSheet = SpriteSheet::new(
31 "textures/animations/player/attack.png".to_string(),
32 LoopingState::Repeat,
33 (512.0, 512.0),
34 0.1,
35 1,
36 7,
37 (0..=6).collect()
38 );
39 let walk: SpriteSheet = SpriteSheet::new(
40 "textures/animations/player/walk.png".to_string(),
41 LoopingState::Repeat,
42 (512.0, 512.0),
43 0.1,
44 1,
45 16,
46 (0..=15).collect()
47 );
48
49 let mut my_animations: HashMap<String, SpriteSheet> = HashMap::new();
50 my_animations.insert("idle".to_string(), idle);
51 my_animations.insert("attack".to_string(), attack);
52 my_animations.insert("walk".to_string(), walk);
53
54 let mut animation: Animation = Animation::new(my_animations);
55 animation.play("idle".to_string());
56
57 context.commands.spawn(vec![
58 Box::new(animation),
59 Box::new(Velocity::new(Vector2::new(0.5, 0.5)))
60 ]);
61}Trait Implementations§
Source§impl Clone for SpriteSheet
impl Clone for SpriteSheet
Source§fn clone(&self) -> SpriteSheet
fn clone(&self) -> SpriteSheet
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreAuto Trait Implementations§
impl Freeze for SpriteSheet
impl RefUnwindSafe for SpriteSheet
impl Send for SpriteSheet
impl Sync for SpriteSheet
impl Unpin for SpriteSheet
impl UnsafeUnpin for SpriteSheet
impl UnwindSafe for SpriteSheet
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T: ?Sized,
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T: Clone,
impl<T> CloneToUninit for Twhere
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