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//! ![](https://cloud.midgardhr.dev/index.php/s/Pz3bdsNntyHxGC4/preview) //! //! # Bevy Tilemap //! //! Bevy Tilemap allows for Bevy native batch-rendered tiles in maps to be //! constructed with chunk based loading, efficiently. //! //! Simple yet refined in its implementation, it is meant to attach to other //! extensible plugins that can enhance its functionality further. Hand-crafted //! tilemaps with an attentive focus on performance, and low data usage. //! //! ## Features //! * Perfect for game jams. //! * Easy to use and stable API with thorough documentation. //! * Endless or constrained tilemaps. //! * Batched rendering of many tiles. //! //! ## Design //! This is not intended to be just another Tile Map. It is meant to be a //! framework and extensible by design, like Bevy. As well as work done to keep //! it as close to Bevy API as possible while keeping in mind of Rust API best //! practices. It is not meant to be complicated and created to be simple to use //! but give enough functionality to advanced users. //! //! Less time fiddling, more time building. //! //! # Constructing a basic tilemap, setting tiles, and spawning. //! //! Bevy Tilemap makes it easy to quickly implement a tilemap if you are in a //! rush or want to build a conceptual game. //! //! ``` //! use bevy_tilemap::prelude::*; //! use bevy::asset::HandleId; //! use bevy::prelude::*; //! //! // This must be set in Asset<TextureAtlas>. //! let texture_atlas_handle = Handle::weak(HandleId::random::<TextureAtlas>()); //! //! let mut tilemap = Tilemap::new(texture_atlas_handle); //! //! // Coordinate point with Z order. //! let point = (16, 16, 0); //! let tile_index = 0; //! tilemap.set_tile(point, tile_index); //! //! tilemap.spawn_chunk_containing_point(point); //! ``` //! //! # Constructing a more advanced tilemap. //! //! For most cases, it is preferable to construct a tilemap with explicit //! parameters. For that you would use a [`Builder`]. //! //! [`Builder`]: crate::tilemap::Builder //! //! ``` //! use bevy_tilemap::prelude::*; //! use bevy::asset::HandleId; //! use bevy::prelude::*; //! //! // This must be set in Asset<TextureAtlas>. //! let texture_atlas_handle = Handle::weak(HandleId::random::<TextureAtlas>()); //! //! let mut tilemap = Tilemap::builder() //! .texture_atlas(texture_atlas_handle) //! .chunk_dimensions(64, 64) //! .tile_dimensions(8, 8) //! .dimensions(32, 32) //! .add_layer(LayerKind::Dense, 0) //! .add_layer(LayerKind::Sparse, 1) //! .add_layer(LayerKind::Sparse, 2) //! .z_layers(3) //! .build() //! .unwrap(); //! ``` //! //! The above example outlines all the current possible builder methods. What is //! neat is that if more layers are accidentally set than z_layer set, it will //! use the layer length instead. Much more features are planned including //! automated systems that will enhance the tilemap further. //! //! # Setting tiles //! //! There are two methods to set tiles in the tilemap. The first is single tiles //! at a time which is acceptable for tiny updates such as moving around //! characters. The second being bulk setting many tiles at once. //! //! If you expect to move multiple tiles a frame, **always** use the [`Tiles`] //! map and set it with [`set_tiles`]. A single event is created with all //! tiles if set this way. //! //! [`Tiles`]: crate::tile::Tiles //! [`set_tiles`]: crate::tilemap::TileMap::set_tiles //! //! ``` //! use bevy_tilemap::prelude::*; //! use bevy::asset::HandleId; //! use bevy::prelude::*; //! //! // This must be set in Asset<TextureAtlas>. //! let texture_atlas_handle = Handle::weak(HandleId::random::<TextureAtlas>()); //! //! let mut tilemap = Tilemap::new(texture_atlas_handle); //! //! // Prefer this //! let mut tiles = Tiles::default(); //! for y in 0..31 { //! for x in 0..31 { //! tiles.insert((x, y, 0), 0.into()); //! } //! } //! //! tilemap.set_tiles(tiles); //! //! // Over this... //! for y in 0..31 { //! for x in 0..31 { //! tilemap.set_tile((x, y, 0), 0); //! } //! } //! ``` //! //! # Serde support //! //! Optionally serde is supported through the use of features. //! //! ```toml //! [dependencies] //! bevy_tilemap = { version = "0.2", features = ["serde"] } //! ``` #![doc(html_root_url = "https://docs.rs/bevy_tilemap/0.2.1")] #![no_implicit_prelude] // clippy #![allow(clippy::too_many_arguments)] // rustc #![deny(dead_code, missing_docs, unused_imports)] /// Chunk traits to implement for a custom chunk and a basic struct for use. pub mod chunk; /// Various dimension based traits. mod dimension; /// Bundles of components for spawning entities. pub mod entity; /// Meshes for use in rendering. mod mesh; /// Points used for helping with coordinates. pub mod point; pub mod prelude; /// Files and helpers for rendering. mod render; /// Tile traits to implement for a custom tile. pub mod tile; /// Map traits to implement for a custom map and a basic struct for use. pub mod tilemap; use crate::{chunk::Chunk, lib::*, render::TilemapRenderGraphBuilder, tilemap::Tilemap}; /// The Bevy Tilemap main plugin. #[derive(Default)] pub struct ChunkTilesPlugin; impl Plugin for ChunkTilesPlugin { fn build(&self, app: &mut AppBuilder) { app.add_asset::<Tilemap>() .add_asset::<Chunk>() .add_system_to_stage("post_update", crate::tilemap::map_system.system()); let resources = app.resources_mut(); let mut render_graph = resources .get_mut::<RenderGraph>() .expect("`RenderGraph` is missing."); render_graph.add_tilemap_graph(resources); } } /// A custom prelude around all the types we need from `std`, `bevy`, and `serde`. mod lib { // Need to add this here as there is a Rust issue surrounding the fact that // bevy also uses `no_implicit_prelude`. Without this, it would complain // that I am not using `self`, and will refuse to build. // See: https://github.com/rust-lang/rust/issues/72381 pub use ::bevy; use ::bevy::{ app as bevy_app, asset as bevy_asset, core as bevy_core, ecs as bevy_ecs, math as bevy_math, render as bevy_render, sprite as bevy_sprite, transform as bevy_transform, type_registry as bevy_type_registry, utils as bevy_utils, }; pub(crate) use self::{ bevy_app::{AppBuilder, Events, Plugin}, bevy_asset::{AddAsset, Assets, Handle, HandleId}, bevy_core::Byteable, bevy_ecs::{Bundle, Commands, Entity, IntoQuerySystem, Query, ResMut, Resources}, bevy_math::{Vec2, Vec3}, bevy_render::{ color::Color, draw::Draw, mesh::{Indices, Mesh}, pipeline::{ BlendDescriptor, BlendFactor, BlendOperation, ColorStateDescriptor, ColorWrite, CompareFunction, CullMode, DepthStencilStateDescriptor, DynamicBinding, FrontFace, PipelineDescriptor, RasterizationStateDescriptor, RenderPipeline, RenderPipelines, StencilStateDescriptor, StencilStateFaceDescriptor, }, render_graph::{base::MainPass, RenderGraph, RenderResourcesNode}, renderer::{RenderResource, RenderResources}, shader::{Shader, ShaderStage, ShaderStages}, texture::TextureFormat, }, bevy_sprite::TextureAtlas, bevy_transform::{ components::{GlobalTransform, Transform}, hierarchy::BuildChildren, }, bevy_type_registry::{TypeUuid, Uuid}, bevy_utils::HashMap, }; // Need to add this here as there is a Rust issue surrounding the fact that // serde also uses `no_implicit_prelude`. Without this, it would complain // that I am not using `self`, and will refuse to build. // See: https://github.com/rust-lang/rust/issues/72381 #[cfg(feature = "serde")] pub use ::serde; #[cfg(feature = "serde")] pub(crate) use ::serde::{Deserialize, Serialize}; pub(crate) use ::std::{ self, boxed::Box, clone::Clone, cmp::Ord, convert::{AsMut, AsRef, From, Into}, default::Default, error::Error, fmt::{Debug, Display, Formatter, Result as FmtResult}, iter::{Extend, IntoIterator, Iterator}, ops::{Add, AddAssign, Div, DivAssign, FnMut, FnOnce, Mul, MulAssign, Neg, Sub, SubAssign}, option::Option::{self, *}, result::Result::{self, *}, vec::Vec, }; // Macros pub(crate) use ::std::{panic, vec, write}; }