use bevy::{
prelude::{App, AssetServer, Camera2dBundle, Commands, Res, Startup, UVec2, Update, Vec2},
render::render_resource::FilterMode,
DefaultPlugins,
};
use bevy_entitiles::{
debug::camera_movement::camera_control,
math::FillArea,
render::texture::TilemapTextureDescriptor,
tilemap::{TileBuilder, TileType, TilemapBuilder},
EntiTilesPlugin,
};
fn main() {
App::new()
.add_plugins((DefaultPlugins, EntiTilesPlugin))
.add_systems(Startup, setup)
.add_systems(Update, camera_control)
.run();
}
fn setup(mut commands: Commands, assets_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let (tilemap_entity, mut tilemap) = TilemapBuilder::new(
TileType::Square,
UVec2 { x: 20, y: 10 },
Vec2 { x: 32.0, y: 32.0 },
)
.with_texture(
assets_server.load("test/test_square.png"),
TilemapTextureDescriptor {
tile_count: UVec2 { x: 2, y: 2 },
tile_size: UVec2 { x: 16, y: 16 },
filter_mode: FilterMode::Nearest,
},
)
.build(&mut commands);
tilemap.fill_rect(
&mut commands,
FillArea::full(&tilemap),
&TileBuilder::new(UVec2::ZERO, 0),
);
tilemap.fill_rect(
&mut commands,
FillArea::new(UVec2 { x: 2, y: 2 }, Some(UVec2 { x: 10, y: 7 }), &tilemap),
&TileBuilder::new(UVec2::ZERO, 1),
);
commands.entity(tilemap_entity).insert(tilemap);
}