I'm doing a lot of Blender -> Bevy work at the moment, and I needed a way to visually check the resulting texture atlases. Hence this sprite viewer that pulls in the metadata I'm generating via python scripts and Blender.
bevy_inspector_egui on a Resource + the generated information and I can check the animation for any directionality and any animation.
@pragprog beta books get you most of the e-book now (sadly, we can’t ship out a new print for every beta!), and each subsequent release as the book advances towards final release. You can also file bug reports and help make the book better.
Still in need of y/z-indexing for visuals, but the collisions are working.
Colliders are defined in Tiled by visually placing vertices on the tilesheet. collider information is read when building the bevy_ecs_tilemap tilemap and translated into bevy_xpbd Colliders.
player is a kinematic rigidbody with a ellipse collider placed on a child entity. level colliders are static.
the switch plate in the middle is also a sensor, which is data added in Tiled as well.
🦉 added an action bar, placed items can be used via number keys
🦊 added item type 'spell' (no individual cooldowns yet)
🦐 made spell items out of the dash and past projectile attacks