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github.com/MrGVSV/bevy_tileset @v0.8.0

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README

bevy_tileset

crates.io docs.rs

Simple, configurable tilesets in Bevy using RON.

<img alt="Smart tile placement" src="https://raw.githubusercontent.com/MrGVSV/bevy_tileset/b81d2d7483785e5aa58ef0b449482d9d57bca3be/screenshots/tile_placement_demo.gif" />

All GIFs generated with the bevy_tileset_map crate

📋 Features

  • Define tilesets and tiles via RON files
  • Load a tileset directly as a Bevy asset
  • Define Standard, Animated, Variant, and Auto tiles

📲 Installation

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)

✨ Usage

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 */ }
    }
}

Tile Types

Currently there are four main tile types:

🖼 Standard

Defines a basic tile.

// assets/tiles/my-tile.ron

(
name: "My Tile",
tile: Standard("textures/my_tile.png")
)

🎞️ Animated

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",
]
))
)

🎲 Variant

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",
]
))
)
])
)

🧠 Auto

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")
)
]
),
])
)
<img alt="Auto tiling" src="https://github.com/MrGVSV/bevy_tileset/blob/b81d2d7483785e5aa58ef0b449482d9d57bca3be/screenshots/auto_tiling_demo.gif" />

🎓 Examples

  • tileset - Simply load and display a tileset
  • dynamic - Dynamically create a tileset at runtime

Also, be sure to check out the assets folder for how to define a tile or tileset.

🌱 Areas of Growth

There are some things this crate could do better in. Here's a list of potential areas to grow:

  • [x] Tileset
    • [x] Config files ★
  • [ ] Improved Auto Tiles
    • [ ] Mirror/Rotation (designate a rule to be mirrored or rotated)
  • [x] Loading
    • [x] Load configs as assets

As well as just an overall improved and cleaner API.

🎵 Important Note

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 Compatibility

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

Extension points exported contracts — how you extend this code

Core symbols most depended-on inside this repo

Shape

Method 85
Class 32
Function 24
Enum 8
Interface 4

Languages

Rust100%

Modules by API surface

bevy_tileset_tiles/src/tile.rs26 symbols
bevy_tileset_core/src/tileset/asset.rs14 symbols
bevy_tileset_tiles/src/variants.rs11 symbols
bevy_tileset_core/src/tileset/builder.rs10 symbols
bevy_tileset_core/src/ids.rs10 symbols
bevy_tileset_tiles/src/animated.rs9 symbols
bevy_tileset_core/src/tileset/param.rs9 symbols
bevy_tileset_core/src/auto/auto_tiler.rs9 symbols
bevy_tileset_core/src/debug.rs8 symbols
examples/dynamic.rs6 symbols
bevy_tileset_tiles/src/auto/rules.rs6 symbols
bevy_tileset_tiles/src/auto/mod.rs6 symbols

For agents

$ claude mcp add bevy_tileset \
  -- python -m otcore.mcp_server <graph>

⬇ download graph artifact

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