danielfeather / bevy_mod_spritesheet

Create Bevy TextureAtlases from common spritesheet formats
MIT License
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bevy spritesheets texture-atlas
# Sprite Sheet Formats for Bevy ![Build and Test Workflow](https://github.com/danielfeather/bevy_mod_spritesheet/actions/workflows/build-and-test.yml/badge.svg?event=push) [![crates.io](https://img.shields.io/crates/v/bevy_mod_spritesheet)](https://crates.io/crates/bevy_mod_spritesheet) [![docs.rs](https://docs.rs/bevy_mod_spritesheet/badge.svg)](https://docs.rs/bevy_mod_spritesheet) Create [Bevy](https://github.com/bevyengine/bevy) `TextureAtlasLayout`s from sprite sheet formats > ⚠️ This is still a work in progress, expect breaking changes on every minor release ⚠️

Overview

To use sprite sheets within Bevy you have to create a TextureAtlasLayout, if the sprites are in grid form and are of equal size, then this is fairly straightforward to set up (see example), but sprite sheets come in different shapes and sizes and often times they a bit more complex.

While you can set up the texture atlas yourself, most likely you'll have all of the sprites and their positions defined in an accompanying metadata file.

At its core, this crate allows you to use the metadata file to build a TextureAtlasLayout for you.

Highlights

Getting Started

  1. Add the SpriteSheetPlugin to your app.

    use bevy_mod_spritesheet::SpriteSheetPlugin;
    ...
    app.add_plugins(SpriteSheetPlugin)
    ...
  2. Using Res<AssetServer>, load the sprite sheet file and corresponding texture and insert the handles onto an entity, along with the Frame component and a Bevy SpriteBundle.

⚠️ By default, automatic texture loading is turned off. If you want to enable this. Add the SpriteSheetOptions component and set texture_loading to true

use bevy_mod_spritesheet::{format::json::array::JsonArray, Frame, SpriteSheet, SpriteSheetBundle, SpriteSheetOptions, SpriteSheetPlugin};

let sprite_sheet: Handle<SpriteSheet<JsonArray>> = asset_server.load("gabe-idle-run.json");
let image: Handle<Image> = asset_server.load("gabe-idle-run.png");

commands.spawn((
    SpriteBundle {
        texture: image,
        sprite: Sprite {
            custom_size: Some(Vec2::splat(500.0)),
            ..default()
        },
        ..default()
    },
    Frame::name("gabe-idle-run 6.png".into()),
    sprite_sheet, 
));

/// Using `bevy_mod_spritesheet::SpriteSheetBundle`
commands.spawn((
    SpriteBundle {
        sprite: Sprite {
            custom_size: Some(Vec2::splat(500.0)),
            ..default()
        },
        ..default()
    },
    SpriteSheetBundle {
        frame: Frame::name("gabe-idle-run 6.png".into()),
        options: SpriteSheetOptions {
            texture_loading: true,
        },
        sprite_sheet,
    },
));
  1. The Handle<TextureAtlasLayout> and TextureAtlas will be created in the background and inserted on the entity. If the sprite doesn't render correctly, check the console for error messages.

Example

Check out the examples folder for ideas on usage.

Supported Bevy Versions

bevy bevy_mod_spritesheet
0.14 0.3, main
0.13 0.2
0.13 0.1