GitHub - adrien-bon/bevy_ecs_tiled: Helpers for working with 2D tilemaps created with the Tiled map editor (original) (raw)

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bevy_ecs_tiled is a Bevy plugin for working with 2D tilemaps created using the Tiled map editor.

It leverages the official Tiled Rust bindings for parsing and loading Tiled map files, and uses the bevy_ecs_tilemap crate for efficient rendering.

This plugin aims to provide a simple and ergonomic workflow for integrating Tiled into your Bevy 2D games, letting you focus on game design while handling the technical details of map loading, rendering, and entity management.


Features


Showcases

Update your Bevy components directly from Tiled editor:

screenshot

Use several maps to build a huge world:

screenshot


Documentation

This crate is documented in three places:

There is notably a FAQ that will hopefully answer most of your questions.


Getting started

Add the required dependencies to your Cargo.toml file:

[dependencies] bevy = "0.18" bevy_ecs_tiled = "0.11"

Basic Usage

To get started, add the plugin to your app and spawn a map entity. All you need to do is spawn a TiledMap component with the map asset you want to load (e.g., your map.tmx file). Make sure this map asset, along with any required dependencies (such as images or tilesets), is present in your local assets folder (by default, ./assets/).

use bevy::prelude::; use bevy_ecs_tiled::prelude::;

fn main() { App::new() // Add Bevy's default plugins .add_plugins(DefaultPlugins) // Add the bevy_ecs_tiled plugin. // bevy_ecs_tilemap::TilemapPlugin will be added automatically if needed .add_plugins(TiledPlugin::default()) // Add your startup system and run the app .add_systems(Startup, startup) .run(); }

fn startup( mut commands: Commands, asset_server: Res, ) { // Spawn a 2D camera commands.spawn(Camera2d);

// Load a map asset and retrieve its handle
let map_handle: Handle<TiledMapAsset> = asset_server.load("map.tmx");

// Spawn a new entity with the TiledMap component
commands.spawn(TiledMap(map_handle));

}

This simple example will load a map using the default settings.

Customizing Map Loading

You can customize how the map is loaded by listening to specific TiledEvent or adding various components to the map entity, such as:

use bevy::prelude::; use bevy_ecs_tiled::prelude::;

fn spawn_map( mut commands: Commands, asset_server: Res, ) { commands // Load a map and set its anchor point to the // center instead of the default bottom-left .spawn(( TiledMap(asset_server.load("map.tmx")), TilemapAnchor::Center, )) // Add an "in-line" observer to detect when // the map has finished loading .observe( |map_created: On<TiledEvent>, assets: Res<Assets>, query: Query<(&Name, &TiledMapStorage), With>| { // We can access the map components via a regular query let Ok((name, storage)) = query.get(map_created.event().origin) else { return; }; info!("=> Observer TiledMapCreated was triggered for map '{name}'");

            // Or directly the underneath raw tiled::Map data
            let Some(map) = map_created.event().get_map(&assets) else {
                return;
            };
            info!("Loaded map: {:?}", map);

            // Additionally, we can access Tiled items using the TiledMapStorage
            // component: we can retrieve Tiled items entity and access
            // their own components with another query (not shown here).
            // This can be useful if you want for instance to create a resource
            // based upon tiles or objects data but make it available only when
            // the map is actually spawned.
            for (id, entity) in storage.objects() {
                info!(
                    "(map) Object ID {:?} was spawned as entity {:?}",
                    id, entity
                );
            }
        }
    );

}

More Examples

For more advanced use cases, such as loading worlds, chunking, custom properties, or integrating with physics, see the examples directory in the repository and notably the demo_platformer.

You can also refer to the API documentation for details on all available components and configuration options.


Bevy Compatibility

bevy bevy_ecs_tilemap bevy_ecs_tiled
0.18 0.18 0.11
0.17 0.17 0.10
0.16 0.16 0.7 - 0.9
0.15 0.15 0.5 - 0.6
0.14 0.14 0.3 - 0.4
0.13 main@e4f3cc6 branch 0.2
0.12 0.12 0.1

Assets credits


Contributing

If you can contribute, please do!

If you would like to contribute but don't know where to start, read this section in the book.


License

This work is licensed under the MIT license.

SPDX-License-Identifier: MIT