Comments (4)
@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.
from bevy_ecs_tilemap.
@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.
from bevy_ecs_tilemap.
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?
from bevy_ecs_tilemap.
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!
from bevy_ecs_tilemap.
Related Issues (20)
- Tiles are rendered smaller than expected HOT 4
- [Example Request] Custom Vertex Shader HOT 1
- MaterialTilemapKey not a part of Prelude even with Render Flag HOT 1
- Tile Color is wrong, because of sRGB/linear not being handled correctly HOT 6
- Manual tile z axis ordering
- Tiled map does not render anything HOT 5
- bevy behaves weird with reference to a relative path for Tiled TMX tileset references HOT 2
- Tiled: Spacing incorrectly parsed HOT 16
- Parallax
- Update to Bevy 0.12.0 HOT 27
- License shown as "non-standard" on crates.io HOT 3
- YSort in TilemapRenderSettings gives same z value for all tiles in a layer HOT 1
- Implement `MapEntities` for tilemap
- Color example implies texture is mandatory
- TilePos world location is not aligned with the drawn location in the tiled helper HOT 1
- Incorrect usage of rs-tiled HOT 4
- Errors in helpers/tiled.rs HOT 2
- Correct process to add a Collider HOT 5
- AnimatedTile add/remove bug HOT 2
- 0.12 bug: despawn + spawn during state change, without spawning texture, panics
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from bevy_ecs_tilemap.