2d: create an animation sheet component

This commit is contained in:
SeanOMik 2024-11-24 11:01:31 -05:00 committed by SeanOMik
parent e3b0b1de8f
commit af2d7b4980
4 changed files with 261 additions and 42 deletions

View File

@ -166,6 +166,15 @@ impl<'a, 'b> Commands<'a, 'b> {
e
}
/// Insert or update existing components into an Entity.
///
/// See [`World::insert`].
pub fn insert<B: Bundle + 'static>(&mut self, entity: Entity, bundle: B) {
self.add(move | world: &mut World| {
world.insert(entity, bundle);
});
}
/// Execute all commands in the queue, in order of insertion
pub fn execute(&mut self, world: &mut World) {
self.queue.execute(Some(world));

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@ -0,0 +1,238 @@
use std::collections::HashMap;
use lyra_ecs::query::{Entities, Res, View};
use lyra_ecs::{Commands, Component};
use lyra_math::URect;
use lyra_reflect::Reflect;
use lyra_resource::{ResHandle, ResourceStorage};
use tracing::error;
use crate::DeltaTime;
use super::{AtlasSprite, TextureAtlas};
/// A struct describing an animation of a Sprite.
///
/// This is a single animation for a [`TextureAtlas`]. This is used alongside [`AtlasAnimations`]
/// to use animations from an atlas.
#[derive(Clone, Component, Reflect)]
pub struct SpriteAnimation {
/// The name of the animation.
pub name: String,
/// The frames of the animation.
pub frames: Vec<URect>,
/// The length of time a frame is displayed.
pub frame_time: f32,
}
impl SpriteAnimation {
/// Create an animation from a texture atlas.
///
/// Parameters:
/// * `name` - The name of the animation. Used to identify the animation in [`AtlasAnimations`].
/// * `frame_time` - The time per frame of the animation.
/// * `atlas` - The texture atlas that this animation is from, used to acquire `self.frames`.
/// * `sprites` are the rect indexes in the atlas for this animation.
pub fn from_atlas<I>(name: &str, frame_time: f32, atlas: &TextureAtlas, sprites: I) -> Self
where
I: Iterator<Item = u32>,
{
let mut frames = vec![];//Vec::with_capacity(sprites.len());
for i in sprites {
let r = atlas.index_rect(i);
frames.push(r);
}
Self {
name: name.into(),
frames,
frame_time,
}
}
}
/// A helper trait that makes it easier to create the animations for an [`AtlasAnimations`] component.
///
/// See [`AtlasAnimations::new`].
pub trait IntoSpriteAnimation {
fn into_animation(&self, atlas: &TextureAtlas) -> SpriteAnimation;
}
impl IntoSpriteAnimation for SpriteAnimation {
fn into_animation(&self, _: &TextureAtlas) -> SpriteAnimation {
self.clone()
}
}
impl<'a, I: Iterator<Item = u32> + Clone> IntoSpriteAnimation for (&'a str, f32, I) {
fn into_animation(&self, atlas: &TextureAtlas) -> SpriteAnimation {
SpriteAnimation::from_atlas(self.0, self.1, atlas, self.2.clone())
}
}
#[derive(Clone, Component, Reflect)]
pub struct AtlasAnimations {
/// The texture atlas to get the animations from.
pub atlas: ResHandle<TextureAtlas>,
/// Animations in the atlas.
pub animations: HashMap<String, SpriteAnimation>,
}
impl AtlasAnimations {
pub fn from_animations(atlas: ResHandle<TextureAtlas>, animations: Vec<SpriteAnimation>) -> Self {
let animations = animations.into_iter()
.map(|a| (a.name.clone(), a))
.collect::<HashMap<_, _>>();
Self {
atlas,
animations,
}
}
/// Helper for creating [`AtlasAnimations`].
///
/// If you already have the [`SpriteAnimation`]s, you can just use
/// [`AtlasAnimations::from_animations`] instead of this helper function.
///
/// Example:
/// ```
/// let animations = AtlasAnimations::new(atlas, &[
/// // This slice accepts anything that implements `IntoSpriteAnimation`:
/// // * tuple of (name: &str, frame_time: f32, frame_indexes: Iterator<Item = u32>)
/// // * `SpriteAnimation` (will be cloned)
///
/// // The animation is named "soldier_run", with a frame time of 0.1, and the frames
/// // 9 to 16 (inclusive) from the atlas.
/// ("soldier_run", 0.1, 9..=16),
/// ]);
/// ```
pub fn new<A>(atlas: ResHandle<TextureAtlas>, animations: &[A]) -> Self
where
A: IntoSpriteAnimation
{
let animations = {
let atlas = atlas.data_ref().unwrap();
animations.into_iter()
.map(|a| {
let a = a.into_animation(&atlas);
(a.name.clone(), a)
})
//.map(|(name, ft, fi)| (name.to_string(), SpriteAnimation::from_atlas(name, *ft, &atlas, fi.clone())))
.collect::<HashMap<_, _>>()
};
Self {
atlas,
animations,
}
}
/// Get the [`ActiveAtlasAnimation`] for an animation with `name`.
///
/// > NOTE: this asserts that the animation exists in self in debug builds (uses `debug_assert`).
pub fn get_active(&self, name: &str) -> ActiveAtlasAnimation {
debug_assert!(self.animations.contains_key(name), "The animation with name '{name}' does not exist!");
ActiveAtlasAnimation::new(name)
}
}
/// The active sprite animation from an [`AtlasAnimations`].
#[derive(Clone, Component, Reflect)]
pub struct ActiveAtlasAnimation {
/// The name of the active [`SpriteAnimation`].
pub name: String,
/// The current frame index in the active [`SpriteAnimation`].
///
/// This is not the index of the rect in the atlas.
pub index: u32,
pub paused: bool,
/// The time since last animation frame change.
///
/// This is used to detect if enough time has passed for the frame.
timer: f32,
}
impl ActiveAtlasAnimation {
///Create an [`ActiveAtlasAnimation`].
///
/// The animation will not be paused.
pub fn new(name: &str) -> Self {
Self {
name: name.into(),
index: 0,
paused: false,
timer: 0.0,
}
}
/// Create an [`ActiveAtlasAnimation`] that starts at a specific point in the animation.
///
/// The animation will not be paused.
pub fn new_at(name: &str, index: u32) -> Self {
Self {
name: name.into(),
index,
paused: false,
timer: 0.0,
}
}
}
pub fn system_sprite_atlas_animation(mut commands: Commands, dt: Res<DeltaTime>, view: View<(Entities, Option<&mut AtlasSprite>, &AtlasAnimations, &mut ActiveAtlasAnimation)>) -> anyhow::Result<()> {
let dt = **dt;
for (en, mut sprite, animations, mut active) in view.iter() {
if active.paused {
// Don't touch paused animations
continue;
}
if let Some(anim) = animations.animations.get(&active.name) {
if animations.atlas.is_loaded() {
active.timer += dt;
// Initialize this entity by giving it the first sprite animation frame.
if sprite.is_none() {
// Get the first sprite in the animation.
let rect = anim.frames[active.index as usize];
let sprite = AtlasSprite {
atlas: animations.atlas.clone(),
sprite: rect,
};
commands.insert(en, sprite);
continue;
}
if active.timer >= anim.frame_time {
active.timer = 0.0;
active.index += 1;
// wrap the animation around
if active.index as usize >= anim.frames.len() {
active.index = 0;
}
// Get the sprite for the animation frame
let rect = anim.frames[active.index as usize];
let new_sprite = AtlasSprite {
atlas: animations.atlas.clone(),
sprite: rect,
};
let sprite = sprite.as_mut().unwrap();
**sprite = new_sprite;
}
}
} else {
error!("Unknown active animation: '{}'", active.name);
}
}
Ok(())
}

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@ -6,6 +6,9 @@ use lyra_math::{Vec3, Vec2};
mod texture_atlas;
pub use texture_atlas::*;
mod animation_sheet;
pub use animation_sheet::*;
/// How the sprite is positioned and rotated relative to its [`Transform`].
///
/// Default pivot is `Pivot::Center`, this makes it easier to rotate the sprites.

View File

@ -4,7 +4,7 @@ use lyra_engine::{
InputActionPlugin, KeyCode, LayoutId,
}, math::{self, Rect, Transform, URect, UVec2, Vec2, Vec3}, render::light::directional::DirectionalLight, scene::{
system_update_world_transforms, Camera2dBundle, CameraProjection, OrthographicProjection, ScaleMode, TopDown2dCamera, TopDown2dCameraPlugin, WorldTransform, ACTLBL_LOOK_LEFT_RIGHT, ACTLBL_LOOK_ROLL, ACTLBL_LOOK_UP_DOWN, ACTLBL_MOVE_FORWARD_BACKWARD, ACTLBL_MOVE_LEFT_RIGHT, ACTLBL_MOVE_UP_DOWN
}, sprite::{self, AtlasSprite, Pivot, Sprite, TextureAtlas}, DeltaTime
}, sprite::{self, AtlasAnimations, AtlasSprite, Pivot, Sprite, SpriteAnimation, TextureAtlas}, DeltaTime
};
use tracing::debug;
@ -94,8 +94,9 @@ async fn main() {
}
fn setup_scene_plugin(app: &mut App) {
app.add_resource(Timer(0.0));
app.with_system("sprite_change", sprite_change, &[]);
//app.add_resource(Timer(0.0));
//app.with_system("sprite_change", sprite_change, &[]);
app.with_system("sprite_atlas_animation", sprite::system_sprite_atlas_animation, &[]);
let world = &mut app.world;
let resman = world.get_resource_mut::<ResourceManager>().unwrap();
@ -135,17 +136,17 @@ fn setup_scene_plugin(app: &mut App) {
sprite_color: Vec3::ONE,
pivot: Pivot::default(),
});
let sprite = AtlasSprite::from_atlas_index(atlas, 9);
let animations = AtlasAnimations::new(atlas, &[
("soldier_run", 0.1, 9..=16),
]);
let run_anim = animations.get_active("soldier_run");
drop(resman);
world.spawn((
/* Sprite {
texture: sprite,
color: Vec3::ONE,
pivot: sprite::Pivot::Center,
}, */
sprite,
animations,
run_anim,
WorldTransform::default(),
Transform::from_xyz(0.0, 0.0, -10.0),
));
@ -180,36 +181,4 @@ fn setup_scene_plugin(app: &mut App) {
..Default::default()
}
));
}
#[derive(Clone, Copy, Debug)]
struct Timer(f32);
fn sprite_change(mut timer: ResMut<Timer>, dt: Res<DeltaTime>, view: View<&mut AtlasSprite>) -> anyhow::Result<()> {
timer.0 += **dt;
const TIME: f32 = 0.1;
if timer.0 >= TIME {
//println!("{t} seconds timer triggered, moving sprite");
timer.0 = 0.0;
for mut a in view.iter() {
//println!("a.sprite: {:?}", a.sprite);
if a.sprite.max.x >= 800 {
a.sprite = URect {
min: UVec2::new(0, 100),
max: UVec2::new(100, 200),
};
//println!("restart!");
} else {
a.sprite += URect {
min: UVec2::new(100, 0),
max: UVec2::new(100, 0),
};
}
}
}
Ok(())
}