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StarArawn avatar StarArawn commented on August 16, 2024

@B-Reif This sounds like something worth having and as long as its behind the feature flag I'm up for merging it. I do see some need for having a separate bevy_asefile asset loader though since the ase file format stores more than just tile map data? In that case I think it would still make sense to have bevy_ecs_tilemap support tilemap loading directly by using that crate.

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B-Reif avatar B-Reif commented on August 16, 2024

@alpine-alpaca also has a crate bevy_proto_aseprite which does aseprite file loading, among a few other things. We could use that crate or make a new crate with just the asset-loader part.

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alpine-alpaca avatar alpine-alpaca commented on August 16, 2024

I would like to decouple things as much as possible. I.e., what's the information that bevy_ecs_tilemap needs? Is it just a tilemap image + mapping from tile id to rect on image?

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TheNeikos avatar TheNeikos commented on August 16, 2024

Personally speaking, I don't think that this crate needs a specific aseprite integration. After all, it's 'job' is to take tilemap data and a sprite atlas and render it (simplified). Wouldn't an 'aseprite integration' already be served by simply allowing changes to the tilemap on an existing map?

I found it rather difficult (read impossible) to update an existing tilemap's tileset! Since the builder requires a Handle which is then sent to chunks that cannot be accessed by users, one cannot 'easily' change it. The issue is, that any aseprite plugin would need to only output a SpriteAtlas to be directly compatible with bevy_ecs_tilemap, however, as you said, there is usually a lot more information that are loaded as well. One thus has the problem that there is no way to give bevy_ecs_tilemap a valid handle that could be updated later!

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