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/macros/target | ||
/.idea | ||
Cargo.lock | ||
/generated |
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# Examples | ||
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**Enable `multi-threaded` feature for better performance if possible.** | ||
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| Name | Description | Screenshot | Required Features (Add this after `--features=`) | Notice | | ||
| ----------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------- | ------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | ||
| `animation` | Introduces the way to use animated tiles on your tilemaps. |  | None | None | | ||
| `baking` | Introduces the way to bake the tilemap into a static image to get better performance. |  | None | None | | ||
| `basic` | Introduces the way to create square/isometric/non-texture tilemaps. |  | None | None | | ||
| `chunk_unloading` | Introduces the way to detect if the camera is entered/left the chunk, and to load/unload chunks. |  | `"debug, algorithm, serializing, physics"` | You need to save the tilemap to your disk first. Please follow the instructions in the file. | | ||
| `chunk_unloading` | Introduces the way to detect if the camera is entered/left the chunk, and to load/unload chunks. |  | `"debug, serializing, physics"` | You need to save the tilemap to your disk first. Please follow the instructions in the file. | | ||
| `custom_material` | Introduces the way to use your custom material on the tilemap. |  | None | None | | ||
| `ldtk_wfc` | Introduces the way to perform wave function collapse (wfc) algorithm using LDtk levels. |  | `"algorithm, ldtk, physics"` | The screenshot shows the `LdtkWfcMode::MultiMap` mode which requires you to move the little player around using arrow keys. But the actual example is using `LdtkWfcMode::SingleMap` as default so you will see the entire tilemap directly. | | ||
| `ldtk` | Introduces the way to load/unload/switching between LDtk levels, and some extra functionalities including automatically generate the `PathTilemap` and `PhysicsTilemap` according to the specific int grid layers, map the `tile_id` to animations. |  | `"debug, ldtk, physics"` | You need to rename the LDtk map filename first. Please follow the instructions in the file. You will see nothing until press the number keys. See `load` function for more info. | | ||
| `pathfinding` | Introduces the way to perform asynchronous A* pathfinding on tilemaps. |  | `"algorithm, multi-threaded"` | None | | ||
| `pathfinding_single_threaded` | Introduces the way to perform synchronous A* pathfinding on tilemaps. |  | `"algorithm, multi-threaded"` | Almost the same with `pathfinding`, but run this if targeting wasm, or with bevy `multi-threaded` disabled. | | ||
| `pathfinding` | Introduces the way to perform asynchronous A* pathfinding on tilemaps. |  | `"algorithm multi-threaded"` | None | | ||
| `pathfinding_single_threaded` | Introduces the way to perform synchronous A* pathfinding on tilemaps. |  | `"algorithm"` | Almost the same with `pathfinding`, but run this if targeting wasm, or with bevy `multi-threaded` disabled. | | ||
| `physics` | Introduces the way to use `PhysicsTilemap` to add colliders to tiles, and the `DataTilemap` which allows you to represent the colliders in an array and `entitiles` will figure out the lease colliders to fill them |  | `"physics"` | None | | ||
| `save_and_load` | Introduces the way to save/load tilemaps from your disk. |  | `"seriaizing, algorithm, physics"` | Press space to save and right-alt to load. | | ||
| `tiled` | Introduces the way to load/unload/switching beteen Tiled tilemaps. This example is pretty simliar to `ldtk` |  | `"tiled, physics"` | Press number keys to switch between tilemaps. | | ||
| `wfc_pattern` | Introduces the way to perform wave function collapse (wfc) algorithm using tilemap patterns. |  | `algorithm, multi-threaded` | Youe need to save the patterns to your disk first. Please follow the instructions in the file. Disable `multi-threaded` feature if targeting wasm. | | ||
| `wfc` | Introduces the way to perform wave function collapse (wfc) algorithm using single tiles generated according to texture indices. |  | `algorithm, multi-threaded` | Disable `multi-threaded` feature if targeting wasm. | | ||
| `wfc_pattern` | Introduces the way to perform wave function collapse (wfc) algorithm using tilemap patterns. |  | `algorithm` | Youe need to save the patterns to your disk first. Please follow the instructions in the file. Disable `multi-threaded` feature if targeting wasm. | | ||
| `wfc` | Introduces the way to perform wave function collapse (wfc) algorithm using single tiles generated according to texture indices. |  | `algorithm` | Disable `multi-threaded` feature if targeting wasm. | |
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