Crate bevy_map_editor

Crate bevy_map_editor 

Source
Expand description

bevy_map_editor - Full-featured map editor for Bevy games

This crate provides a complete tilemap editor with:

  • Project management (save/load)
  • Level editing with multiple layers
  • Tileset management with multi-image support
  • Entity placement
  • Terrain/autotile painting (Tiled-compatible)
  • Undo/redo support
  • Copy/paste/delete

§Usage

use bevy::prelude::*;
use bevy_map_editor::EditorPlugin;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(EditorPlugin)
        .run();
}

Re-exports§

pub use bevy_map_autotile;
pub use bevy_map_core;
pub use bevy_map_schema;

Modules§

commands
Undo/redo command system
preferences
Editor preferences and persistent settings
project
Project management for the map editor
render
Map rendering for the editor viewport using bevy_ecs_tilemap
tools
Editor tools - painting, selection, pan/zoom
ui
Editor UI components using bevy_egui

Structs§

AssetsBasePath
Resource storing the base assets path for converting absolute paths to relative
BrushPreviewState
Preview state for brush (tile) painting Shows the selected tile at cursor position before placing
EditorPlugin
Main editor plugin with configurable assets path and initial state
EditorState
Global editor state
EditorStateConfig
Configuration for initial editor state
TerrainPreviewState
Preview state for terrain painting Shows which tiles will be affected and what they will become

Enums§

CopyFileCallback
Callback type for file copy confirmation
PathError
Error types for asset path handling
RenamingItem
Item currently being renamed inline

Functions§

is_absolute_path
Check if a path is absolute (works for both Windows and Unix paths)
to_asset_path
Convert a path to a format Bevy’s AssetServer can load.