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fix: use entity definition tile size instead of entity instance tile size as basis when calculating ldtk entity scale #271
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…size when calculating ldtk entity transform
Trouv
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fix: use entity definition tile size instead of entity instance tile size when calculating ldtk entity transform
fix: use entity definition tile size instead of entity instance tile size as basis when calculating ldtk entity scale
Dec 1, 2023
Trouv
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Feb 11, 2024
🤖 I have created a release *beep* *boop* --- ## [0.9.0](v0.8.0...v0.9.0) (2024-02-11) ### ⚠ BREAKING CHANGES * upgrade to bevy 0.12 ([#265](#265)) * upgrade to LDtk 1.5.3, dropping support for previous versions ([#295](#295)) * add `SpawnExclusions` to `LdtkSettings` for skipping layers by identifier ([#275](#275)) * add layer entity for Entity layers, changing the hierarchy ([#257](#257)) * upgrade to LDtk types and examples to 1.4.1 (drop support for <1.4.1) ([#256](#256)) * LdtkLevel renamed to LdtkExternalLevel and is no longer used as a component ([#244](#244)) * redesign LdtkProject with better level data accessors and correct modeling of internal/external levels ([#244](#244)) * use the bundle's `Default` implementation rather than the field's in `LdtkEntity` and `LdtkIntCell` derive macros ([#222](#222)) * add `RawLevelAccessor` trait for `LdtkJson` level borrowing/iteration, replacing existing methods ([#225](#225)) * add `LevelIndices` type defining a level's location in a project and use it in `LevelSelection::Indices` ([#221](#221)) * change `LevelEvent` inner types from `String` to `LevelIid` ([#219](#219)) * change `LevelSet` inner type from `String` to `LevelIid` ([#219](#219)) * change `LevelSelection::Iid` inner type from `String` to `LevelIid` ([#219](#219)) * replace `LevelSet::from_iid` with `LevelSet::from_iids`, which can convert from any collection of strings. ([#219](#219)) * use new LevelIid type in LevelEvent, LevelSet, and LevelSelection, plus other improvements ([#219](#219)) * `LdtkProject::project` and `LdtkLevel::level` fields have both been renamed to `data` ([#206](#206)) * All fields of `LdtkProject` and `LdtkLevel` are now privatized, and have immutable getter methods ([#206](#206)) * `LevelMap` and `TilesetMap` type aliases have been removed ([#206](#206)) * `LdtkAsset` and `LdtkProject` are now exported in new `assets` module instead of `lib.rs` ([#206](#206)) * asset `Loader` types are now private ([#206](#206)) * `LdtkAsset` renamed to `LdtkProject` ([#206](#206)) ### Features * add `LevelIndices` type defining a level's location in a project and use it in `LevelSelection::Indices` ([#221](#221)) ([59618fe](59618fe)) * add `RawLevelAccessor` trait for `LdtkJson` level borrowing/iteration, replacing existing methods ([#225](#225)) ([d3de2d9](d3de2d9)) * add `SpawnExclusions` to `LdtkSettings` for skipping layers by identifier ([#275](#275)) ([282404d](282404d)), closes [#272](#272) * add layer entity for Entity layers, changing the hierarchy ([#257](#257)) ([ee20a53](ee20a53)) * add LdtkJsonWithMetadata type for representing internal- and external-level project data with generics ([#242](#242)) ([630434a](630434a)) * add LdtkProjectData for representing either internal- or external-level project data concretely ([#243](#243)) ([c530bc9](c530bc9)) * add level locale types and begin splitting internal_levels and external_levels features ([#237](#237)) ([8129e55](8129e55)) * add LevelIid component and spawn it on every level ([#215](#215)) ([ad83455](ad83455)) * add LoadedLevel type that wraps around levels with complete data ([#214](#214)) ([3d40c15](3d40c15)) * add types and traits around LevelMetadata ([#229](#229)) ([382dea2](382dea2)) * change `LevelEvent` inner types from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * change `LevelSelection::Iid` inner type from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * change `LevelSet` inner type from `String` to `LevelIid` ([#219](#219)) ([0039ed7](0039ed7)) * LdtkLevel renamed to LdtkExternalLevel and is no longer used as a component ([#244](#244)) ([670cd4e](670cd4e)) * redesign LdtkProject with better level data accessors and correct modeling of internal/external levels ([#244](#244)) ([670cd4e](670cd4e)) * replace `LevelSet::from_iid` with `LevelSet::from_iids`, which can convert from any collection of strings. ([#219](#219)) ([0039ed7](0039ed7)) * upgrade to bevy 0.12 ([#265](#265)) ([194731e](194731e)) * upgrade to LDtk 1.5.3, dropping support for previous versions ([#295](#295)) ([4926a50](4926a50)) * upgrade to LDtk types and examples to 1.4.1 (drop support for <1.4.1) ([#256](#256)) ([ab21e2c](ab21e2c)) * use new LevelIid type in LevelEvent, LevelSet, and LevelSelection, plus other improvements ([#219](#219)) ([0039ed7](0039ed7)) * use the bundle's `Default` implementation rather than the field's in `LdtkEntity` and `LdtkIntCell` derive macros ([#222](#222)) ([f003127](f003127)) ### Bug Fixes * don't apply level set until project and dependencies are completely loaded ([#296](#296)) ([dbfe1c6](dbfe1c6)) * normalize resolved asset paths using `path_clean` ([#255](#255)) ([33a8998](33a8998)), closes [#240](#240) * only spawn invisible tiles on first sub-layer of AutoTile+IntGrid layers ([#231](#231)) ([d2873e3](d2873e3)) * recalculate layer offset to adjust for tileset sizes ([#254](#254)) ([c00085d](c00085d)) * use entity definition tile size instead of entity instance tile size as basis when calculating ldtk entity scale ([#271](#271)) ([833af01](833af01)) ### Documentation Changes * add 0.8 to 0.9 migration guide ([#266](#266)) ([bb91660](bb91660)) * add collectathon cargo example ([#288](#288)) ([32dfb85](32dfb85)) * add mdbook with outline and introduction ([#261](#261)) ([810b25a](810b25a)) * add tile-based game example w/ a tutorial in the book, replacing getting-started guide ([#269](#269)) ([2d43efa](2d43efa)) * document all-features in docs.rs ([#252](#252)) ([321bb07](321bb07)) * reference book in API ref and README.md, replacing redundant sections ([#282](#282)) ([e7afdad](e7afdad)) * remove README.md caveat for hot reloading external levels ([#253](#253)) ([59eb6b3](59eb6b3)) * write *Anatomy of the World* chapter of book ([#285](#285)) ([29d5e33](29d5e33)) * write *Create bevy relations from ldtk entity references* chapter of book ([#287](#287)) ([8080f24](8080f24)) * write *Game Logic Integration* chapter of the book ([#279](#279)) ([a62a556](a62a556)) * write *Level Selection* chapter of book ([#284](#284)) ([226c60c](226c60c)) * write *Make level selection follow player* chapter of book ([#293](#293)) ([201d908](201d908)) * write *Respawn levels and worlds* chapter of book ([#289](#289)) ([55ed30f](55ed30f)) ### Code Refactors * `LdtkAsset` and `LdtkProject` are now exported in new `assets` module instead of `lib.rs` ([#206](#206)) ([fe44774](fe44774)) * `LdtkAsset` renamed to `LdtkProject` ([#206](#206)) ([fe44774](fe44774)) * `LdtkProject::project` and `LdtkLevel::level` fields have both been renamed to `data` ([#206](#206)) ([fe44774](fe44774)) * `LevelMap` and `TilesetMap` type aliases have been removed ([#206](#206)) ([fe44774](fe44774)) * All fields of `LdtkProject` and `LdtkLevel` are now privatized, and have immutable getter methods ([#206](#206)) ([fe44774](fe44774)) * asset `Loader` types are now private ([#206](#206)) ([fe44774](fe44774)) --- This PR was generated with [Release Please](https://github.com/googleapis/release-please). See [documentation](https://github.com/googleapis/release-please#release-please). Co-authored-by: Trevor Lovell <[email protected]>
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Closes #267
LDtk populates an
EntityInstance
's__tile
field if any tile is used when visualizing that entity in-level. This is normally just the entity's editor visual, but if that entity is given a singular tile field instance and has no editor visual, it might use that instead. Currently,bevy_ecs_ldtk
uses this field to calculate the scale when spawningEntityInstance
s. This can lead to unexpected behavior. The scale of entity instances with no entity visual should correlate to the size of the instance in the level. This might not be the case for entities that have a tile field despite having no editor visual. The solution implemented here is to use thetileRect
field of the entity definition instead of the__tile
field of the entity instance.To be honest, I'm not totally satisfied with this solution either. The entity spawning process is currently designed to match the visuals in the editor when using sprites. However, it's not perfect at doing this, and using the transform's scale to accomplish this makes the logic affect a lot more components than just the sprite. It also affects colliders, for example. However, for now, this should be a satisfactory fix that does not affect many users negatively