Crates.io | bevy_tileset |
lib.rs | bevy_tileset |
version | 0.8.0 |
source | src |
created_at | 2022-01-06 08:54:14.408757 |
updated_at | 2023-07-22 22:16:56.898534 |
description | Simple, configurable tilesets in Bevy using RON |
homepage | |
repository | https://github.com/MrGVSV/bevy_tileset |
max_upload_size | |
id | 508837 |
size | 135,798 |
Simple, configurable tilesets in Bevy using RON.
All GIFs generated with the
bevy_tileset_map
crate
Add one of the following lines to your Cargo.toml
.
[dependencies]
bevy_tileset_tiles = "0.8" # For the base tile definitions
bevy_tileset = "0.8" # For general tileset usage (includes above)
Simply define your tiles and tilesets in config files:
// assets/tiles/my_tile.ron
(
name: "My Tile",
tile: Standard("textures/my_tile.png")
)
// assets/my_tileset.ron
(
name: Some("My Awesome Tileset"),
id: 0,
tiles: {
0: "../tiles/my_tile.ron",
// ...
}
)
And load it in via a system:
use bevy::prelude::*;
use bevy_tileset::prelude::*;
fn load_tiles(asset_server: Res<AssetServer>) {
let handle: Handle<Tileset> = asset_server.load("my_tileset.ron");
// Store handle...
}
Then access the generated tileset from anywhere:
fn my_system(tilesets: Tilesets, /* other system params */) {
let tileset = tilesets.get_by_name("My Awesome Tileset").unwrap();
let tile_index = tileset.get_tile_index("My Tile").unwrap();
match tile_index {
TileIndex::Standard(texture_index) => { /* Do something */ }
TileIndex::Animated(start, end, speed) => { /* Do something */ }
}
}
Currently there are four main tile types:
Defines a basic tile.
// assets/tiles/my-tile.ron
(
name: "My Tile",
tile: Standard("textures/my_tile.png")
)
Defines an animated tile that can be generated with the GPUAnimated
component from bevy_ecs_tilemap
.
// assets/tiles/my-animated-tile.ron
(
name: "My Animated Tile",
tile: Animated((
speed: 2.25,
frames: [
"textures/animated-001.png",
"textures/animated-002.png",
"textures/animated-003.png",
]
))
)
With the
variants
feature enabled
Defines a tile that has a set of possible variants. A variant is chosen at random when placed. These variants can either be Standard or Animated.
// assets/tiles/my-variant-tile.ron
(
name: "My Crazy Random Tile",
tile: Variant([
(
weight: 1.0,
tile: Standard("textures/variant-standard-001.png")
),
(
// Default weight: 1.0
tile: Standard("textures/variant-standard-002.png")
),
(
weight: 0.0001, // Wow that's rare!
tile: Animated((
// Default speed: 1.0
frames: [
"textures/variant-animated-001.png",
"textures/variant-animated-002.png",
"textures/variant-animated-003.png",
]
))
)
])
)
With the
auto-tile
feature enabled
Defines a tile that automatically chooses its active tile based on its neighbors. This behavior can be controlled with rules. These sub-tiles are themselves Variant tiles.
// assets/tiles/my-auto-tile.ron
#![enable(implicit_some)]
(
name: "My Auto Tile",
tile: Auto([
(
rule: (
north: true,
east: false,
west: true,
),
variants: [
(
tile: Standard("textures/n_w-e-001.png")
),
(
weight: 2.0,
tile: Standard("textures/n_w-e-002.png")
)
]
),
(
rule: (
// Also supports short notation
n: false,
s: false,
// And ordinal directions
south_west: true,
nw: false
),
variants: [
(
tile: Standard("textures/sw-n_s_nw.png")
)
]
),
])
)
Also, be sure to check out the assets folder for how to define a tile or tileset.
There are some things this crate could do better in. Here's a list of potential areas to grow:
As well as just an overall improved and cleaner API.
These tiles are defined with the bevy_ecs_tilemap
crate in mind.
Therefore, it's meant to work with an index-based tile system (where a tile's texture is defined as an index into a
texture atlas). Other solutions may need to be adapted in order to work with this crate.
bevy | bevy_tileset |
---|---|
0.11 | 0.8 |
0.10 | 0.7 |
0.9 | 0.6 |
0.8 | 0.5 |
0.7 | 0.4 |
0.6 | 0.3 |
0.5 | 0.2 |