The ultimate bevy aseprite plugin. This plugin allows you to import aseprite files into bevy, with 100% unbreakable hot reloading. You can also import static sprites from an aseprite atlas type file using slices with functional pivot offsets!
Bevy Version | Plugin Version |
---|---|
0.15 | 0.3.0 |
0.14 | 0.2.4 |
0.13 | 0.1.0 |
- Animations
- Tags
- Frame duration, repeat, and animation direction
- Layer visibility
- Blend modes
- Static slices and pivot offsets
- Hot reload anything, anytime, anywhere!
- Full control over animations using Components.
- One shot animations and events when they finish.
- Static sprites with slices. Use aseprite for all your icon and ui needs!
(hot reloading requires the file_watcher
feature in bevy)
There is currently no asset preprocessor. If you do not want to ship raw aseprite files, use bevy_embedded_assets
to embed your assets into the final binary.
cargo run --example slices
cargo run --example animations
cargo run --example ui
character animation by Benjamin
!Big Change!
With bevy 0.15 required components
landed. These are awesome and make the syntax super sexy and concise.
use bevy::prelude::*;
use bevy_aseprite_ultra::prelude::*;
...
// Load the an animation from an aseprite file
fn spawn_demo_animation(mut cmd : Commands, server : Res<Assetserver>){
cmd.spawn((
AseSpriteAnimation {
aseprite: server.load("player.aseprite"),
animation: Animation::tag("walk-right")
.with_speed(2.)
// Aseprite provides a repeat config per tag, which is beeing ignored on purpose.
.with_repeat(AnimationRepeat::Count(42))
// The direction is provided by the asperite config for the tag, but can be overwritten
// after the animation is loaded.
.with_direction(AnimationDirection::PingPong)
// you can also chain finite animations, loop animations will never finish
.with_then("walk-left", AnimationRepeat::Count(4))
.with_then("walk-up", AnimationRepeat::Loop), // you can override the default sprite settings here
},
Sprite {
// under the hood its just sprites.
// only the image and atlas is touched.
// this works
flip_x: true,
..default()
},
));
}
// Load a static slice from an aseprite file
// create for any static atlas with marked regions aka slices.
fn spawn_demo_static_slice(mut cmd : Commands, server : Res<Assetserver>){
cmd.spawn((
AseSpriteSlice {
name: "ghost_red".into(),
aseprite: server.load("ball.aseprite"),
},
));
}
// animation events
// this is useful for one shot animations like explosions
fn despawn_on_finish(mut events: EventReader<AnimationEvents>, mut cmd : Commands){
for event in events.read() {
match event {
AnimationEvents::Finished(entity) => cmd.entity(*entity).despawn_recursive(),
// you can also listen for loop cycle repeats
AnimationEvents::LoopCycleFinished(_entity) => (),
};
}
}
There is also an Ui Bundle for Bevy Ui Nodes!
// animations in bevy ui
cmd.spawn((
Button,
AseUiAnimation {
aseprite: server.load("player.aseprite"),
animation: Animation::default().with_tag("walk-right"),
},
));
// slices in bevy ui
cmd.spawn((
Node {
width: Val::Px(100.),
height: Val::Px(100.),
border: UiRect::all(Val::Px(5.)),
..default()
},
AseUiSlice {
name: "ghost_red".into(),
aseprite: server.load("ghost_slices.aseprite"),
},
));