16 releases (10 breaking)
| 0.12.0 | Oct 2, 2025 |
|---|---|
| 0.11.0 | Apr 27, 2025 |
| 0.9.2 | Sep 1, 2024 |
| 0.9.1 | Jul 9, 2024 |
| 0.2.1 | Nov 14, 2022 |
#143 in Game dev
160 downloads per month
63KB
833 lines
Bevy Sprite Animations
Easily manage complex 2D sprite animations
Quick Start
- Add the
BanimatePluginGroupto your app - Load one or more animation sets (see below for defining animation sets in files)
- Spawn an entity with a
Spriteand attach aSpriteAnimationand anAnimationHandle.
Code examples have been moved to the examples folder - clone the source and see them in action!
Types of Animation
Simple Animations
- A single list of frames to loop through based on a set framerate. Ideal for low-overhead animation of simple entities like a flickering lamp sprite
Sprite Animations
- Associate one or more named animations with a sprite-having entity
- Easily switch between looping and one-off animations by name
- Interrupt the current animation temporarily with an
AnimationOverride
Directional Animations
- Everything that a Sprite Animation does, but will automatically change between named animations based on the value of the associated
Directionalitycomponent
Child Animations
- Given an entity with a
Spriteand aChildOfrelation, set the atlas index of the sprite based on the parent value
Animation Sets
An animation set maps a name to a series of frames and a frame rate. A given animation has one frame rate for the whole animation, but different animations can have different frame rates (i.e. a "walk" animation could play at 100ms per frame, and an "idle" animation could play at 250ms per frame, but you can not set the duration of an individual frame within either animation).
An AnimationSet might contains many animations, and a given AnimationSet is likely to be attached to many entities.
As such,
animations use the Asset system to avoid passing around relatively large duplicate objects. Loaders are included
for JSON and TOML
data types, but only JSON is enabled by default. The loaders are not required, and so can therefore be disabled if
another method
of creating AnimationSet assets is desired.
Defining animations with JSON
With the json_loader feature enabled, you can load an animation set from a file with a .anim.json suffix that looks
like this:
{
"idle": {
"frames": [
1,
2,
3
],
"frame_time": 250
},
"shoot_right": {
"frames": [
34,
34,
34,
35,
36
],
"frame_time": 100
}
}
Defining animations with TOML
With the toml_loader feature enabled, you can load an animation set from a file with a .anim.toml suffix that looks
like this:
[idle]
frames = [1, 2, 3]
frame_time = 250
[shoot_right]
frames = [34, 34, 34, 35, 36]
frame_time = 100
Compatibility
| banimate version | bevy version | tilemap version |
|---|---|---|
| 0.11.0 | 0.16 | n/a |
| 0.10.0 | 0.15 | n/a |
| 0.9.x | 0.14 | n/a |
| 0.8.0 | 0.13 | n/a |
| 0.7.0 | 0.12 | n/a |
| 0.6.0-rc.1 | 0.11 | 55c15bfa43c7a9e2adef6b70007e92d699377454 |
| 0.5.x | 0.10 | 0.10 |
| 0.5.x | 0.10 | 0.10 |
| 0.2.x, 0.3.x, 0.4.x | 0.9 | 0.9 |
| 0.1.x | 0.8 | 0.8 |
Dependencies
~34–50MB
~867K SLoC