bevy_tilemap 0.3.0

Tilemaps with chunks for the Bevy game engine, a simple-driven game engine and app framework
docs.rs failed to build bevy_tilemap-0.3.0
Please check the build logs for more information.
See Builds for ideas on how to fix a failed build, or Metadata for how to configure docs.rs builds.
If you believe this is docs.rs' fault, open an issue.
Visit the last successful build: bevy_tilemap-0.4.0

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.

WARNING

This project is still experimental and the API will likely break often before the first release. It uses an experimental game engine which too may break the API. Semantic versioning will be followed as much as possible and the contributors will as much as they possibly can try to keep the API stable.

If you have API suggestions, now is the time to do it.

Features

  • Perfect for game jams.
  • Easy to use and mostly stable API with thorough documentation.
  • Endless or constrained dimension tilemaps.
  • Batched rendering of many tiles.
  • Square and hex tiles.

Build Features

  • Serde support

Design

This is not intended to be just another Tilemap. 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

Usage

Add to your Cargo.toml file:

[dependencies]
bevy = 0.3
bevy_tilemap = 0.3

Simple tilemap construction

At the most basic implementation, there is not a whole lot that is required to get the tilemap going as shown below.

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);

Of course, using the Tilemap::builder() this can be constructed with many more advanced features.

  • Texture atlas.
  • Dimensions of the tilemap.
  • Dimensions of a chunk.
  • Dimensions of a tile.
  • Adding Z render layers
  • Automated chunk creation.

With many more features planned for future updates to bring it up to par with other tilemap implementations for other projects.

Future plans

There is still a lot to do but the API is now stable and should be fine for a while now. The next release is focused on added automated methods and system.

  • Auto-tile: Picks the right tile based around the neighbours of the tile.
  • Auto-spawn: Automatically handles spawning and despawning of chunks depending on what the camera is viewing.
  • Tile import: Imports tiles from a file from multiple formats.
  • Tilemap3D: Multiple tilemaps working together to create 3D slices that work together and are aware of each other.

Building

bevy_tilemap is only guranteed to work from stable Rust toolchain and up. This is to be inline with the rest of Bevy engine.

Once you have a development environment, Bevy Tilemap can be fetched using git:

$ git clone --recursive https://github.com/joshuajbouw/bevy_tilemap/

and then built using cargo:

$ cargo build --example random_dungeon

cargo can also be used to run tests:

$ cargo test