#animation #aseprite #bevy #plugin #component

bevy_mod_aseprite

A plugin for using Aseprite animations in Bevy

10 releases (6 breaking)

0.7.2 Apr 3, 2024
0.7.1 Mar 31, 2024
0.6.0 Dec 29, 2023
0.5.0 Jul 17, 2023
0.2.0 Dec 26, 2022

#261 in Game dev

Download history 4/week @ 2023-12-25 13/week @ 2024-02-19 7/week @ 2024-02-26 1/week @ 2024-03-11 172/week @ 2024-03-18 64/week @ 2024-03-25 224/week @ 2024-04-01 3/week @ 2024-04-08

463 downloads per month
Used in bevy_ldtk_asset

MIT/Apache

38KB
422 lines

Aseprite plugin for Bevy

latest doc

A plugin for using Aseprite animations in Bevy.

The AsepriteBundle is composed of the same fields as the SpriteSheetBundle but with two extra components, Handle<Aseprite> and AsepriteAnimation.

Example

Aseprite Example

See examples/aseprite.rs for a complete example, you can run it with:

cargo run --example aseprite

Usage

Basic usage is as follows:

fn load_assets(asset_server: Res<AssetServer>, mut aseprite_handles: ResMut<AsepriteHandles>) {
    let player: Handle<Aseprite> = asset_server.load("player.ase");
    aseprite_handles.push(player);
}

fn setup(
    mut commands: Commands,
    aseprite_handles: Res<AsepriteHandles>,
    aseprites: Res<Assets<Aseprite>>,
) {
    let aseprite_handle = &aseprite_handles[0];
    let aseprite = aseprites.get(aseprite_handle).unwrap();
    let animation = AsepriteAnimation::new(aseprite.info(), "idle");

    commands
        .spawn(Player)
        .insert(AsepriteBundle {
            texture: aseprite.texture().clone_weak(),
            atlas: TextureAtlas {
                index: animation.current_frame(),
                layout: aseprite.layout().clone_weak(),
            },
            aseprite: aseprite_handle.clone_weak(),
            animation,
            ..default()
        });
}

#[derive(Resource, Deref, DerefMut, Default)]
struct AsepriteHandles(Vec<Handle<Aseprite>>);

The component AsepriteAnimation also exposes methods to get information such as the current animation frame (within the tag or not), its duration, or the number of remaining frames. This can be useful to transition states at the end of an animation:

fn transition_player(
    time: Res<Time>,
    player_q: Query<(&PlayerState, &Handle<Aseprite>, &AsepriteAnimation), With<Player>>,
    aseprites: Res<Assets<Aseprite>>,
    mut ev_player_changed: EventWriter<PlayerChanged>,
) {
    let (&player_state, handle, anim) = player_q.single();
    let aseprite = aseprites.get(handle).unwrap();
    match player_state {
        PlayerState::Attack => {
            let remaining_frames = anim.remaining_tag_frames(aseprite.info()).unwrap();
            let frame_finished = anim.frame_finished(time.delta());
            if remaining_frames == 0 && frame_finished {
                ev_player_changed.send(PlayerState::Stand.into());
            }
        }
        _ => (),
    }
}

Bevy Compatibility

bevy bevy_mod_aseprite
0.13 0.7
0.12 0.6
0.11 0.5
0.10 0.4
0.9 0.2, 0.3
0.8 0.1

History

This crate started as a fork of mdenchev/bevy_aseprite.

Dependencies

~41–82MB
~1.5M SLoC