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
.
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:
rust
// assets/tiles/my_tile.ron
(
name: "My Tile",
tile: Standard("textures/my_tile.png")
)
rust
// assets/my_tileset.ron
(
name: Some("My Awesome Tileset"),
id: 0,
tiles: {
0: "../tiles/my_tile.ron",
// ...
}
)
And load it in via a system:
```rust use bevy::prelude::; use bevy_tileset::prelude::;
fn loadtiles(assetserver: Res
Then access the generated tileset from anywhere:
```rust fn mysystem(tilesets: Tilesets, /* other system params */) { let tileset = tilesets.getbyname("My Awesome Tileset").unwrap(); let tileindex = tileset.gettileindex("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.
```rust // 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
.
```rust // 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.
```rust // 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.
```rust // assets/tiles/my-auto-tile.ron
( name: "My Auto Tile", tile: Auto([ ( rule: ( north: true, east: false, west: true, ), variants: [ ( tile: Standard("textures/nw-e-001.png") ), ( weight: 2.0, tile: Standard("textures/nw-e-002.png") ) ] ), ( rule: ( // Also supports short notation n: false, s: false, // And ordinal directions southwest: true, nw: false ), variants: [ ( tile: Standard("textures/sw-ns_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 |