1 unstable release
0.1.0 | Jun 5, 2022 |
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#2264 in Game dev
36KB
574 lines
Bevy-atlas-loader
This crate enables the developer to define a number of TextureAtlas for use as sprites in Bevy.
The atlas definition supports several styles of atlas':
- The atlas may be specified as a grid from a texture.
- Atlas can use random manually specified positions inside a texture.
- An atlas can be made from a folder of textures - note this style is not supported via web.
- (TBD) The atlas can be specified from a list of files.
If loading the atlas definition as an asset using e.g. bevy_common_assets, the developer can define atlas' in a file like this:
({
"Pacman": (
texture: "Pac-Man.png",
width: 19,
height: 19,
positions: [
(65, 86),
(86, 86),
(107, 86),
]
)
})
And utilizing Bevy's hot-reloading capability we can experiment and adjust without recompiling.
Requirements
In order to use this crate, you need to add a few crates to you Cargo.toml
: bevy-atlas-loader
and strum.
[dependencies]
bevy-atlas-loader = "<insert version>"
strum = "<insert version>"
Optional
For defining a custom asset loader and thus loading definitions as assets, it's recommended to use e.g. bevy_common_assets:
[dependencies]
bevy_common_assets = "<insert version>"
Usage
Please have a look at the examples, and even the tests.
License
Licensed under either of
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT) at your option.
This project uses Bevy, and was bootstrapped using bevy-template.rs.
Dependencies
~40–56MB
~799K SLoC