Right now, we use the bevy_ecs_tilemap::tiles::AnimatedTile struct which is defined as follow:
pub struct AnimatedTile {
/// The start frame index in the tilemap atlas/array (inclusive).
pub start: u32,
/// The end frame index in the tilemap atlas/array (exclusive).
pub end: u32,
/// The speed the animation plays back at.
pub speed: 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
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: