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An IntGrid example would be cool #51
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Hmm do you mean visually representing the intgrid layer using its colors? The behavior now is to make the intgrid layers invisible by default, unless they have auto-layer rules on them. However, using the intgrid colors by default instead of making them invisible makes a lot of sense too. In other words, this is probably possible now with the current plugin, but it's a bit difficult since it's not designed for it. I think making this the default behavior would be a pretty sensible change, assuming At that point, making an example out of it would be really easy! |
Yes. I used to do this with bevy_spicy_ldtk on bevy 0.5. There I simply made a texture using the intgrid colors with filtering set to nearest so it's very cheap to render. I've been trying to come up with clean solutions for this using the existing bevy_ecs_ldtk, but I keep getting hit by bundle_int_cell not providing enough access to the world/resources and layer metadata. Guess it should be a lot better after #47 and #49 are fixed. |
Planning to make a sokoban example/tutorial after 0.3 releases. This way we can have two fleshed-out-game examples, one tile based (sokoban) and one not tile based (platformer). This sokoban example could use a lot of intgrid logic, and intgrid colors, to satisfy this issue. But, for now, I'm removing the 0.3 milestone. |
…g getting-started guide (#269) Closes #51 The existing getting-started guide wasn't a satisfactory "tutorial" according to the "grand unified theory of documentation". This PR adds a more complete-minimal-project tutorial that covers the steps that the getting-started guide did, as well as steps for setting up the LDtk project and adding gameplay. This tutorial is associated with a new example - `tile_based_game`. Most of the code snippets in the tutorial try to include code sections from the example to make sure these two match. I will likely update the `lib.rs` to link to this tutorial instead of copy-pasting the same getting-started guide in a future PR. I might also remove the getting-started guide in the `README.md`, but I'm more okay with it existing there as marketing material.
I've been using int grids for simple colored tiles because it's a lot simpler than maintaining a 1xN texture with colored pixels
Would be great with an example that showed how to load such levels.
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