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§
- Assets
Base Path - Resource storing the base assets path for converting absolute paths to relative
- Brush
Preview State - Preview state for brush (tile) painting Shows the selected tile at cursor position before placing
- Editor
Plugin - Main editor plugin with configurable assets path and initial state
- Editor
State - Global editor state
- Editor
State Config - Configuration for initial editor state
- Terrain
Preview State - Preview state for terrain painting Shows which tiles will be affected and what they will become
Enums§
- Copy
File Callback - Callback type for file copy confirmation
- Path
Error - Error types for asset path handling
- Renaming
Item - 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.