2D Rendering / Sprite Sheet

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WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.
Support for WebGPU in Bevy hasn't been released yet, this example has been compiled using the main branch.

//! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
//! into a texture atlas, and changing the displayed image periodically.

use bevy::prelude::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
        .add_systems(Startup, setup)
        .add_systems(Update, animate_sprite)
        .run();
}

#[derive(Component)]
struct AnimationIndices {
    first: usize,
    last: usize,
}

#[derive(Component, Deref, DerefMut)]
struct AnimationTimer(Timer);

fn animate_sprite(
    time: Res<Time>,
    mut query: Query<(
        &AnimationIndices,
        &mut AnimationTimer,
        &mut TextureAtlasSprite,
    )>,
) {
    for (indices, mut timer, mut sprite) in &mut query {
        timer.tick(time.delta());
        if timer.just_finished() {
            sprite.index = if sprite.index == indices.last {
                indices.first
            } else {
                sprite.index + 1
            };
        }
    }
}

fn setup(
    mut commands: Commands,
    asset_server: Res<AssetServer>,
    mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
    let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
    let texture_atlas =
        TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, None, None);
    let texture_atlas_handle = texture_atlases.add(texture_atlas);
    // Use only the subset of sprites in the sheet that make up the run animation
    let animation_indices = AnimationIndices { first: 1, last: 6 };
    commands.spawn(Camera2dBundle::default());
    commands.spawn((
        SpriteSheetBundle {
            texture_atlas: texture_atlas_handle,
            sprite: TextureAtlasSprite::new(animation_indices.first),
            transform: Transform::from_scale(Vec3::splat(6.0)),
            ..default()
        },
        animation_indices,
        AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
    ));
}