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Can this be used with an atlas? #18
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Hello! Thank you! If I'm understanding correctly, you can use If I'm not understanding correctly I could use some more details and maybe a sample image 😄 |
🤔 yeah you would in that case. Is the issue then not wanting 3 separate colliders for that tile? Or is distinguishing the colliders the root of it? |
3 colliders for that tile makes sense. The issue is distinguishing that those 3 colliders are related to this specific tile, as they'll be in the vector alongside all the other colliders from the spritesheet. |
ahh okay yeah I'm understanding now, yeah that's a challenge to do with this crate as it is today. I think there are folks achieving something similar using the crate this one depends on edges, where you can pass bytes directly to the I do like the idea of being able to specify things specifically in a spritesheet though and not generating colliders for entire images. I'll start thinking about how to support it without needing too much extra work from the user. If this crate did what you were hoping already, how are you imagining you'd be able to specify an individual sprite in a sprite sheet, something like specifying size, width, and offset? |
Something like that, yes. Ideally an index only, the same way a SpritesheetBundle's texture is specified. |
Ah okay, that's a great pointer. I'll see if I can use the SpritesheetBundle as a reference. I'll take a pass at it and tag you in a comment and maybe you can let me know if I'm on the right track for what you're imagining. |
Hi, how about adding a function to get edges from |
@salam99823 I think I like the idea of adding something to Then it does get sort of tricky here in |
I think you're right about something like |
Hi, great crate!
I'm making a top-down dungeon, where the levels are made up of tiles, and my tiles are all in a single spritesheet.
I've created a separate spritesheet with textures only representing collisions in order to be able to define which parts of each tile are wall/floor.
Is it possible to load this spritesheet into bevy_collider_gen with an index of a tile, and have it generate a polyline for that specific tile? Or will I have to split my spritesheet up into separate image files?
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