Create Bevy TextureAtlasLayout
s from sprite sheet formats
⚠️ This is still a work in progress, expect breaking changes on every minor release⚠️
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.
- Supported formats:
- JSON Array
- JSON Hash
- Choose a sprite by using the
Frame
component with the name of frame you want from the sprite sheet on an entity` - Automatic loading of textures, if supported by the sprite sheet format.
- Add the
SpriteSheetPlugin
to your app.
use bevy_mod_spritesheet::SpriteSheetPlugin;
...
app.add_plugins(SpriteSheetPlugin)
...
- Using
Res<AssetServer>
,load
the sprite sheet file and corresponding texture and insert the handles onto an entity, along with theFrame
component and a BevySpriteBundle
.
⚠️ By default, automatic texture loading is turned off. If you want to enable this. Add theSpriteSheetOptions
component and settexture_loading
totrue
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,
},
));
- The
Handle<TextureAtlasLayout>
andTextureAtlas
will be created in the background and inserted on the entity. If the sprite doesn't render correctly, check the console for error messages.
Check out the examples
folder for ideas on usage.
bevy |
bevy_mod_spritesheet |
---|---|
0.14 | 0.3, main |
0.13 | 0.2 |
0.13 | 0.1 |