1 unstable release
0.1.0 | Oct 1, 2024 |
---|
#1208 in Game dev
209 downloads per month
41KB
681 lines
bevy_2delight_anims
An fsm-driven 2d animation system that's _delight_ful to use.
Motivation
This crate aims to make it easy to have 2d animations in bevy games which are driven by a proper rust enum. Overall, this crate has three guiding principles (in this order):
- Ease of use - As little boilerplate as possible. Things that make sense. No complicated bundles or messing with parent/child hierarchies.
- Correctness - No bugs.
- Performance.
Quickstart
Here is an example showing all of the attributes you can put on an animation:
use bevy::{prelude::*, render::view::RenderLayers};
use bevy_2delight_anims::prelude::*;
struct MainLayer;
impl Into<RenderLayers> for MainLayer {
fn into(self) -> RenderLayers {
RenderLayers::from_layers(&[0])
}
}
// You also could write:
// #[derive(Debug, Copy, Clone, Default, Reflect, PartialEq, Eq, Hash, AnimStateMachine)]
// but that's a lot to remember.
derive_anim!(
pub enum CircleAnim {
#[default]
// The file containing the animation. There should be one file per animation, with frames arranged horizontally
#[file("platformer/circle.png")]
// How big is a single frame of the animation?
#[size(24, 24)]
// How many frames are in the animation?
// OPTIONAL: Defaults to 1
#[length(8)]
// What is the FPS of this animation?
// OPTIONAL: Defaults to the value in `AnimPlugin`.
#[fps(3.0)]
// Should the animation be offset from it's parent?
// OPTIONAL: Defaults to (0.0, 0.0)
#[offset(10.0, 0.0)]
// What should the z-index of this animation be?
// OPTIONAL: Defaults to 0.0
// NOTE: If you have multiple animations on an entity and notice flickering/overlapping, it's likely because
// they all have the same zix. Give them an explicit ordering.
#[zix(10.0)]
// What render layers should this animation show up in?
// OPTIONAL: Defaults to the value in `AnimPlugin`.
// NOTE: You must provide a list of identifiers, each of which implements `Into<RenderLayers>`.
// The final `RenderLayers` that will be attached to the animation is the union of what you provide.
#[render_layers(MainLayer)]
// After this animation completes, what should happen?
// OPTIONAL: Defaults to looping. You can provide the name of another variant (like 'Spin'), Despawn, or Remove.
#[next(Despawn)]
Spin,
}
);
fn main() {
let mut app = App::new();
app.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()));
app.add_plugins(AnimPlugin {
default_fps: 16.0,
default_render_layers: RenderLayers::default(),
});
app.add_plugins(AnimDefnPlugin::<CircleAnim>::default());
app.add_systems(Startup, startup);
app.run();
}
fn startup(mut commands: Commands) {
commands.spawn((Name::new("camera"), Camera2dBundle::default()));
commands.spawn((
Name::new("circle"),
AnimMan::<CircleAnim>::default(),
SpatialBundle::from_transform(Transform::from_scale(Vec3::ONE * 6.0)),
));
}
You can run this example with
cargo run --example quickstart
A more involved example showing how to observe state and index changes is found in examples/platformer
.
Note / apology
Making this a standalone crate with macros took a lot longer than anticipated. I meant to write better examples and docs, but am getting antsy and want to get back to working on a game I hope to release by Halloween.
Next time I have a free Sunday I'll make this better! Sorry! Feel free to email me at mfpekala
AT
gmail.com
with questions or comments.
Dependencies
~39–76MB
~1.5M SLoC