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//! This example cycles through different kinds of isometric maps.
use bevy::prelude::*;
use bevy_ecs_tiled::prelude::*;
mod helper;
fn main() {
App::new()
// Bevy default plugins: prevent blur effect by changing default sampling
.add_plugins(DefaultPlugins.build().set(ImagePlugin::default_nearest()))
// Add bevy_ecs_tiled plugin: bevy_ecs_tilemap::TilemapPlugin will
// be automatically added as well if it's not already done
.add_plugins(TiledPlugin::default())
// Examples helper plugins, such as the logic to pan and zoom the camera
// This should not be used directly in your game (but you can always have a look)
.add_plugins(helper::HelperPlugin)
// Add bevy_ecs_tiled debug plugins
.add_plugins(TiledDebugPluginGroup)
// Add our systems and run the app!
.add_systems(Startup, startup)
.add_systems(Update, switch_map)
.run();
}
fn startup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let default_callback: helper::assets::MapInfosCallback = |c| {
c.insert((
TilemapAnchor::Center,
// For isometric maps, it can be useful to tweak `bevy_ecs_tilemap` render settings.
// [`TilemapRenderSettings`] provides the `y_sort`` parameter to sort chunks using their y-axis
// position during rendering.
// However, it applies to whole chunks, not individual tile, so we have to force the chunk
// size to be exactly one tile along the y-axis.
TilemapRenderSettings {
render_chunk_size: UVec2::new(64, 1),
y_sort: true,
},
));
};
// The `helper::AssetsManager` struct is an helper to easily switch between maps in examples.
// You should NOT use it directly in your games.
let mut mgr = helper::assets::AssetsManager::new(&mut commands);
mgr.add_map(helper::assets::MapInfos::new(
&asset_server,
"maps/isometric/finite_diamond.tmx",
"A finite 'diamond' isometric map",
default_callback,
));
mgr.add_map(helper::assets::MapInfos::new(
&asset_server,
"maps/isometric/infinite_diamond.tmx",
"An infinite 'diamond' isometric map",
default_callback,
));
commands.insert_resource(mgr);
}
fn switch_map(
mut commands: Commands,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut mgr: ResMut<helper::assets::AssetsManager>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
mgr.cycle_map(&mut commands);
}
}