3 releases
0.1.2 | Jan 27, 2025 |
---|---|
0.1.1 | Jan 27, 2025 |
0.1.0 | Jan 14, 2025 |
#1608 in Game dev
407 downloads per month
Used in 2 crates
(via rpack_cli)
31KB
222 lines
Bevy_rPack
A Bevy plugin with support for the rpack.json
atlases.
Getting the rpack.json atlases
Generating a rpack atlas can be done in two ways:
- using
rpack_egui
application at itch.io. Just drop in files into program, specify settings and it should be possible to download both the json and image file for atlas. - using
rpack_cli
CLI tool as described below.
rpack_cli use guide
First install the tool:
cargo install rpack_cli
Guide assumptions:
- Commands are executed from the root of the Bevy project.
- Images used to generate the atlas are stored in subdirectories within the
tiles
directory of the Bevy project. - Game assets are stored in the
assets
directory.
In order to generate a tilemap execute this command:
rpack_cli generate --source-paths "tiles/**/*" --size 1024 assets/game_tilemap
It is also possible to generate a config file for rpack_cli
and then use it to generate a tilemaps:
rpack_cli config-create --source-paths "tiles/**/*" --size 1024 --output-path assets/tilemap tiles_config
rpack_cli tiles_config.rpack_gen.json
Both ways result in creation of two files:
assets/tilemap.png
containing atlas imageassets/tilemap.rpack.json
containing atlas image frames data used by bevy plugin.
Second way generated additional tiles_config.rpack_gen.json
file that provides settings for the CLI tool.
With those files generated it should be possible to use atlases like in the example from Example
docs section.
Bonus- generating tilemaps on build/runtime
Since rpack_cli
is a rust library it can be called easily from Bevy application.
It can be useful for building special version of the game for artists in the team so they can run the game and be sure that they don't forget to rebuild atlases after doing changes in graphics.
In order to achieve that add this dependency to the project:
rpack_cli = "0.1"
Then in main.rs
just before App::new()
add something like this:
rpack_cli::TilemapGenerationConfig::read_from_file("example_config.rpack_gen.json")
.expect("Failed to read config")
.generate()
.expect("Failed to generate tilemap");
Then on each run of the game it will regenerate the atlas before running the game.
Disclaimer: It should be used carefully and in most cases be called only in development builds on desktop platforms.
Example
use bevy::prelude::*;
use bevy_rpack::prelude::*;
#[allow(dead_code)]
#[derive(Resource)]
struct Holder(pub Handle<RpackAtlasAsset>);
fn main() {
App::new()
.add_plugins((DefaultPlugins, RpackAssetPlugin))
.add_systems(Startup, setup)
.add_systems(Update, atlas_loaded)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.insert_resource(Holder(asset_server.load("tilemap.rpack.json")));
commands.spawn(Camera2d);
}
fn atlas_loaded(
mut ev_asset: EventReader<AssetEvent<RpackAtlasAsset>>,
atlases: RpackAtlases,
mut commands: Commands,
) {
if !ev_asset
.read()
.any(|ev| matches!(ev, AssetEvent::LoadedWithDependencies { id: _ }))
{
return;
}
if let Ok(sprite) = atlases.try_make_sprite("agents/spaceAstronauts_005") {
commands.spawn(sprite);
};
if let Ok(image_node) = atlases.try_make_image_node("agents/spaceShips_006") {
commands.spawn(image_node);
}
}
Licence
bevy_rpack
is dual-licensed under MIT and Apache 2.0 at your option.
Bevy compatibility table
Bevy version | Crate version |
---|---|
0.15 | 0.1 |
Dependencies
~53–86MB
~1.5M SLoC