14 releases (8 breaking)
0.9.2 | Sep 1, 2024 |
---|---|
0.9.1 | Jul 9, 2024 |
0.8.0 | Feb 24, 2024 |
0.7.0 | Nov 5, 2023 |
0.2.1 | Nov 14, 2022 |
#98 in Game dev
753 downloads per month
55KB
758 lines
Bevy Sprite Animations
Easily manage complex 2D sprite animations
Quick Start
- Add the
BanimatePluginGroup
to your app - Load one or more animation sets (see below for defining animation sets in files)
- Spawn an entity with a
SpriteSheetBundle
and attach aSpriteAnimationBundle
component, providing aHandle
to an animation set
Code examples have been moved to the examples folder - clone the source and see them in action!
Types of Animation
Simple Animations
TODO: Describe simple animations
- A simple looping animation with a single set of frames and frame rate, no control needed or provided
Sprite Animations
TODO: Describe sprite animations
- Sets the name of the animation to play, play the animation. Simple.
- Interrupt the current animation temporarily with an
AnimationOverride
Directional Animations
TODO: Describe directional animations
- Includes a component for altering the name of a playing animation based on its value, representing direction
Child Animations
Adding a ChildAnimationBundle
to an entity will cause its status to by synced to it's Parent
entity
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 |
---|---|---|
0.9.0 | 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
~38–75MB
~1.5M SLoC