Refreshingly simple tilemap implementation for Bevy Engine.
The main reason I started this was because I felt the existing tilemap implementations for Bevy were needlessly complicated to use when all you want to do is to as quickly and simply as possible render a grid of tiles to the screen, often exposing internal implementation details such as chunks to the user.
- Allow the user to render a grid of rectangular tiles to the screen
- Make this as simple and intuitive as possible
- Supporting every imaginable shape of tile
- 3D tilemaps
- Assisting with non-rendering-related game-logic
fn setup(
asset_server: Res<AssetServer>,
mut commands: Commands,
mut texture_atlases: ResMut<Assets<TextureAtlas>>,
) {
// Load tilesheet texture and make a texture atlas from it
let texture_handle = asset_server.load("textures/tilesheet.png");
let texture_atlas = TextureAtlas::from_grid(texture_handle, Vec2::new(16.0, 16.0), 4, 1);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
// Set up tilemap
let tilemap_bundle = TileMapBundle {
texture_atlas: texture_atlas_handle.clone(),
..Default::default()
};
// Spawn tilemap
commands.spawn_bundle(tilemap_bundle);
}
tilemap.set_tile(IVec3::new(0, 0, 0), Some(Tile { sprite_index: 0, color: Color::WHITE }));
// List to store set tile operations
let mut tiles: Vec<(IVec3, Option<Tile>)> = Vec::new();
tiles.push((IVec3::new(0, 0, 0), Some(Tile { sprite_index: 0, color: Color::WHITE })));
tiles.push((IVec3::new(1, 0, 0), Some(Tile { sprite_index: 1, color: Color::WHITE })));
// Perform tile update
tilemap.set_tiles(tiles);