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//! Animation utilities and systems.
use crate::prelude::*;
/// Install animation utilities into the given [`SystemStages`].
pub fn animation_plugin(core: &mut Session) {
core.stages
.add_system_to_stage(CoreStage::Last, update_animation_banks)
.add_system_to_stage(CoreStage::Last, animate_sprites);
}
/// Component that may be added to entities with an [`AtlasSprite`] to animate them.
#[derive(Clone, HasSchema, Debug)]
#[repr(C)]
pub struct AnimatedSprite {
/// The current frame in the animation.
pub index: u32,
/// The frames in the animation.
///
/// These are the indexes into the atlas, specified in the order they will be played.
// TODO: Put Animation Frames in an `Arc` to Avoid Snapshot Clone Cost.
pub frames: SVec<u32>,
/// The frames per second to play the animation at.
pub fps: f32,
/// The amount of time the current frame has been playing
pub timer: f32,
/// Whether or not to repeat the animation
pub repeat: bool,
}
#[cfg(feature = "serde")]
fn default_true() -> bool {
true
}
/// Component that may be added to an [`AtlasSprite`] to control which animation, out of a set of
/// animations, is playing.
///
/// This is great for players or other sprites that will change through different, named animations
/// at different times.
#[derive(Clone, HasSchema, Debug, Default)]
pub struct AnimationBankSprite {
/// The current animation.
pub current: Ustr,
/// The collection of animations in this animation bank.
// TODO: Put Animation Frames in an `Arc` to Avoid Snapshot Clone Cost.
// TODO: Use more economic key type such as `ustr`
pub animations: SMap<Ustr, AnimatedSprite>,
#[cfg_attr(feature = "serde", serde(default))]
/// The last animation that was playing.
pub last_animation: Ustr,
}
impl Default for AnimatedSprite {
fn default() -> Self {
Self {
index: 0,
frames: default(),
fps: 0.0,
timer: 0.0,
repeat: true,
}
}
}
/// System for automatically animating sprites with the [`AnimatedSprite`] component.
pub fn animate_sprites(
time: Res<Time>,
entities: Res<Entities>,
mut atlas_sprites: CompMut<AtlasSprite>,
mut animated_sprites: CompMut<AnimatedSprite>,
) {
for (_ent, (atlas_sprite, animated_sprite)) in
entities.iter_with((&mut atlas_sprites, &mut animated_sprites))
{
if animated_sprite.frames.is_empty() {
continue;
}
animated_sprite.timer += time.delta_seconds();
// If we are ready to go to the next frame
if (animated_sprite.index != animated_sprite.frames.len() as u32 - 1
|| animated_sprite.repeat)
&& animated_sprite.timer > 1.0 / animated_sprite.fps.max(f32::MIN_POSITIVE)
{
// Restart the timer
animated_sprite.timer = 0.0;
// Increment and loop around the current index
animated_sprite.index =
(animated_sprite.index + 1) % animated_sprite.frames.len() as u32;
}
// Set the atlas sprite to match the current frame of the animated sprite
atlas_sprite.index = animated_sprite.frames[animated_sprite.index as usize];
}
}
/// System for updating [`AnimatedSprite`]s based on thier [`AnimationBankSprite`]
pub fn update_animation_banks(
entities: Res<Entities>,
mut animation_bank_sprites: CompMut<AnimationBankSprite>,
mut animated_sprites: CompMut<AnimatedSprite>,
) {
for (ent, animation_bank) in entities.iter_with(&mut animation_bank_sprites) {
// If the animation has chagned
if animation_bank.current != animation_bank.last_animation {
// Update the last animation
animation_bank.last_animation = animation_bank.current;
// Get the selected animation from the bank
let animated_sprite = animation_bank
.animations
.get(&animation_bank.current)
.cloned()
.unwrap_or_else(|| {
panic!("Animation `{}` does not exist.", animation_bank.current)
});
// Update the animated sprite with the selected animation
animated_sprites.insert(ent, animated_sprite);
}
}
}