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SpriteSheetAnimator

Struct SpriteSheetAnimator 

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pub struct SpriteSheetAnimator {
    pub columns: usize,
    pub rows: usize,
    pub total_frames: usize,
    pub current_frame: usize,
    pub fps: f32,
    pub looping: bool,
    pub playing: bool,
    /* private fields */
}
Expand description

Sprite sheet (texture atlas) animator.

Steps through frames of a regular grid of sprites in a texture atlas.

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§columns: usize

Number of columns in the sprite sheet.

§rows: usize

Number of rows in the sprite sheet.

§total_frames: usize

Total number of frames (may be less than columns * rows if last row is partial).

§current_frame: usize

Current frame index.

§fps: f32

Frames per second.

§looping: bool

Whether to loop.

§playing: bool

Whether the animation is playing.

Implementations§

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impl SpriteSheetAnimator

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pub fn new(columns: usize, rows: usize, fps: f32) -> Self

Create a new sprite sheet animator.

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pub fn with_total_frames(self, total: usize) -> Self

Set the total frame count (for partial last rows).

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pub fn with_looping(self, looping: bool) -> Self

Set looping.

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pub fn tick(&mut self, dt: f32)

Advance the animation.

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pub fn set_frame(&mut self, frame: usize)

Set the current frame.

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pub fn current_uv_rect(&self) -> (Vec2, Vec2)

Get the UV rect for the current frame: (uv_min, uv_max).

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pub fn frame_uv_rect(&self, frame: usize) -> (Vec2, Vec2)

Get the UV rect for a specific frame.

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pub fn map_uv(&self, local_uv: Vec2) -> Vec2

Transform a normalized UV (0-1) to the atlas UV for the current frame.

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pub fn current_cell(&self) -> (usize, usize)

Get the current frame row and column.

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pub fn play(&mut self)

Play the animation.

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pub fn pause(&mut self)

Pause the animation.

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pub fn reset(&mut self)

Reset to the first frame.

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pub fn is_finished(&self) -> bool

Is the animation finished (non-looping only)?

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