Crates.io | bevy_ecs_tilemap |
lib.rs | bevy_ecs_tilemap |
version | 0.14.0 |
source | src |
created_at | 2021-04-29 19:06:03.51363 |
updated_at | 2024-07-18 20:44:57.90965 |
description | A tilemap rendering plugin for bevy which is more ECS friendly by having an entity per tile. |
homepage | https://github.com/StarArawn/bevy_ecs_tilemap |
repository | https://github.com/StarArawn/bevy_ecs_tilemap |
max_upload_size | |
id | 391206 |
size | 534,308 |
bevy_ecs_tilemap
A tilemap rendering plugin for bevy
. It is more ECS friendly as it makes tiles entities.
Quite simple there is a tile per entity. Behind the scenes the tiles are split into chunks that each have their own mesh which is sent to the GPU in an optimal way.
Because each tile is an entity of its own editing tiles is super easy and convenient. This allows you to tag entities for updating and makes stuff like animation easier. Want to have a mining simulation where damage is applied to tiles? That’s easy with this plugin:
struct Damage {
amount: u32,
}
fn update_damage(
mut query: Query<(&mut TileTexture, &Damage), Changed<Damage>>,
) {
for (mut tile_texture, damage) in query.iter_mut() {
tile_texture.0 = TILE_DAMAGE_OFFSET + damage.amount;
}
}
accessing_tiles
– An example showing how one can access tiles from the map object by using tile map coordinates.animation
– Basic CPU animation example.basic
- The simplest example of how to create a tile map.bench
- A stress test of the map rendering system. Takes a while to load.chunking
- A simple example showing how to implement an infinite tilemap by spawning multiple chunks.colors
- Showcases how each tile can have an individual color.frustum_cull_test
- An environment for testing frustum culling.game_of_life
- A game of life simulator.hexagon_column
- A map that is meshed using “pointy” hexagons.hexagon_generation
- Shows how to generate hexagonal maps.hexagon_row
- A map that is meshed using flat hexagons.iso_diamond
- An isometric meshed map using diamond ordering.iso_staggered
- An isometric meshed map using staggered ordering.layers
- An example of how you can use multiple map entities/components for “layers”.ldtk
- An example of loading and rendering of a LDTK map. We recommend checking out bevy_ecs_ldtk
(https://crates.io/crates/bevy_ecs_ldtk).mouse_to_tile
- Shows how to convert a mouse cursor position into a tile position.move_tile
- Shows how to move a tile without despawning and respawning it.random_map
- A bench of editing all of the tiles every 100 ms.remove_tiles
- An example showing how you can remove tiles by using map_queryspacing
- Shows how to load tilemap textures that contain spacing between the tiles.tiled
- An example of loading and rendering of a Tiled editor map.tiled_rotated
- An example of loading and rendering of a Tiled editor map with flipping and rotation.visibility
- An example showcasing visibility of tiles and chunks.cargo run --release --example basic
This can be made simple with wasm-server-runner.
After that's installed and configured, run:
cargo run --target wasm32-unknown-unknown --example animation --release --features atlas,bevy/webgl2
Note: You must use the atlas
feature when targeting the web with WebGL2. See #283.
WebGPU is not yet well supported by many browsers.
RUSTFLAGS=--cfg=web_sys_unstable_apis cargo run --example animation --target=wasm32-unknown-unknown
bevy | bevy_ecs_tilemap |
---|---|
main |
bevy-track |
0.12 | 0.12 |
0.11 | 0.11.* |
0.10 | 0.10 |
0.9 | 0.9 |
0.8 | 0.8 |
0.8 | 0.7 |
0.7 | 0.6 |
0.6 | 0.5 |