Module bevy_tilemap::chunk [−][src]
Tiles organised into chunks for efficiency and performance.
Mostly everything in this module is private API and not intended to be used outside of this crate as a lot goes on under the hood that can cause issues. With that being said, everything that can be used with helping a chunk get created does live in here.
These below examples have nothing to do with this library as all should be
done through the Tilemap
. These are just more specific examples which
use the private API of this library.
Simple chunk creation
use bevy_asset::{prelude::*, HandleId}; use bevy_sprite::prelude::*; use bevy_tilemap::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, 32, 32); // There are two ways to create a new chunk. Either directly... tilemap.insert_chunk((0, 0)); // Or indirectly... let point = (0, 0); let sprite_index = 0; let tile = Tile { point, sprite_index, ..Default::default() }; tilemap.insert_tile(tile);
Specifying what kind of chunk
use bevy_asset::{prelude::*, HandleId}; use bevy_sprite::prelude::*; use bevy_tilemap::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, 32, 32); tilemap.insert_chunk((0, 0)); let sprite_order = 0; tilemap.add_layer(TilemapLayer { kind: LayerKind::Dense, ..Default::default() }, 1); let sprite_order = 1; tilemap.add_layer(TilemapLayer { kind: LayerKind::Dense, ..Default::default() }, 1);
Re-exports
pub use raw_tile::RawTile; |
Modules
raw_tile | Raw tile that is stored in the chunks. |
Enums
LayerKind | Specifies which kind of layer to construct, either a dense or a sparse sprite layer. |