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Right now, we use the bevy_ecs_tilemap::tiles::AnimatedTile struct which is defined as follow:
pubstructAnimatedTile{/// The start frame index in the tilemap atlas/array (inclusive).pubstart:u32,/// The end frame index in the tilemap atlas/array (exclusive).pubend:u32,/// The speed the animation plays back at.pubspeed:f32,}
We only get a start and an end indexes which implies tiles are next to each other in the tileset.
Possible work-around:
update the tileset to make sure tiles are adjacent
as stated in this issue, we could overcome this by creating our own animation system but it feels a bit out of scope for this crate
The text was updated successfully, but these errors were encountered:
This limitation comes from
bevy_ecs_tilemap
.Right now, we use the
bevy_ecs_tilemap::tiles::AnimatedTile
struct which is defined as follow:We only get a
start
and anend
indexes which implies tiles are next to each other in the tileset.Possible work-around:
The text was updated successfully, but these errors were encountered: