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Frame based spritesheet animation for rust lang piston projects

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Spritesheet

for rust lang piston

A more traditional style frame based spritesheet animation

Example

checkout the example/walking_sprite branch for a full working example with multiple animations, cancelling, changing based on input, etc. You should be able to just checkout example/walking_sprite and run cargo run and it should be all good to go.

Usage

import and use spritesheet crate. Currently requires piston crate

extern crate spritesheet;

use spritesheet::{Animation};

create a new spritesheet with a path to your spritesheet image

let mut player_spritesheet = spritesheet::SpriteSheet::new(Path::new("assets/sprites/player.png"));

define frames (x, y coords on image) This can be done directly in code, or preferably by creating a json file and loading that.

code

let walk_anim = Animation::new("walk".to_string(), 60, vec![
    (0.0, 0.0),
    (30.0, 0.0),
    (60.0, 0.0),
]);

json

let walk_anim = Animation::load_from_json("assets/animations/player.json");

example animation json (player.json)

{
    "walk": {
        "name": "walk",
        "frames": [
            [0.0, 0.0],
            [30.0, 0.0],
            [60.0, 0.0]
        ]
    },
    "jump": {
        "name": "jump",
        "frames": [
            [30.0, 0.0],
            [30.0, 30.0],
            [30.0, 60.0]
        ]
    }
}

finally add the animation to the spritesheet

player_spritesheet.add_animation(walk_anim);

from the variable holding the spritesheet you create you can play an animation by name

player_spritesheet.play("walk");

you can also cancel/stop the current animation frame

player_spritesheet.cancel(None);

you can flip the image or set the orientation using the Orientation type

use spritesheet::{Orientation};

player_spritesheet.set_orientation_h(Orientation::Flipped); // flip the image horizontally
player_spritesheet.set_orientation_v(Orientation::Flipped); // flip the image vertically
player_spritesheet.set_orientation(Orientation::Flipped, Orientation::Normal); // flip horizontally, normal vertically

during update you can set framesize, frameview, scaling, and position

player_spritesheet.set_frame_size(30.0, 30.0); // width, height
player_spritesheet.set_frame_view(0.0, 0.0);
player_spritesheet.set_scale(2.0, 2.0); // width, height
player_spritesheet.set_pos(player.x, 200.0, 0.0); // x,y, z

call render with context transform and graphics

// inside self.gl.draw(args.viewport(), | c, g | {});
player_spritesheet.render(c.transform, g);

This is a work in progress. I just wanted to quickly have sprite based frame animation. There are many improvements to be made, but it does work more in a way that I would expect to do animation in 2D more than what I could currently find in piston.

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Frame based spritesheet animation for rust lang piston projects

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