From b70e059119a03593ce6769373e1f5bde7e12020c Mon Sep 17 00:00:00 2001 From: Trevor Lovell Date: Fri, 19 Jul 2024 23:24:10 -0600 Subject: [PATCH] chore(main): release 0.10.0 --- CHANGELOG.md | 19 +++++++++++++++ Cargo.toml | 4 ++-- README.md | 10 ++++---- book/src/README.md | 2 +- book/src/explanation/anatomy-of-the-world.md | 24 +++++++++---------- .../src/explanation/game-logic-integration.md | 4 ++-- book/src/explanation/level-selection.md | 8 +++---- .../respawn-levels-and-worlds.md | 2 +- macros/Cargo.toml | 2 +- src/app/ldtk_entity.rs | 2 +- src/components/level_set.rs | 2 +- src/components/mod.rs | 6 ++--- src/lib.rs | 10 ++++---- src/resources/level_selection.rs | 2 +- 14 files changed, 58 insertions(+), 39 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 1366ee92..e6c78a17 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,24 @@ # Changelog +## [0.10.0](https://github.com/Trouv/bevy_ecs_ldtk/compare/v0.9.0...v0.10.0) (2024-07-20) + + +### ⚠ BREAKING CHANGES + +* upgrade to bevy and bevy_ecs_ldtk 0.14 ([#325](https://github.com/Trouv/bevy_ecs_ldtk/issues/325)) +* upgrade to bevy 0.13 ([#302](https://github.com/Trouv/bevy_ecs_ldtk/issues/302)) + +### Features + +* add #[default] attribute to LdtkEntity and LdtkIntCell derive macros ([#306](https://github.com/Trouv/bevy_ecs_ldtk/issues/306)) ([416a46e](https://github.com/Trouv/bevy_ecs_ldtk/commit/416a46ea832ad85fe852abc3fd3a46e05a1550b7)) +* upgrade to bevy 0.13 ([#302](https://github.com/Trouv/bevy_ecs_ldtk/issues/302)) ([2ee602f](https://github.com/Trouv/bevy_ecs_ldtk/commit/2ee602ff46969d58f4a22db34c2ea4e42c6cac75)), closes [#301](https://github.com/Trouv/bevy_ecs_ldtk/issues/301) +* upgrade to bevy and bevy_ecs_ldtk 0.14 ([#325](https://github.com/Trouv/bevy_ecs_ldtk/issues/325)) ([d888535](https://github.com/Trouv/bevy_ecs_ldtk/commit/d888535e4c57147f60dd0de6878ada0c8fe8611e)) + + +### Documentation Changes + +* remove unused AssetServer param in *Game logic integration* chapter ([#318](https://github.com/Trouv/bevy_ecs_ldtk/issues/318)) ([617b108](https://github.com/Trouv/bevy_ecs_ldtk/commit/617b108dfc22799047cdb4d2c84c3cdfba7e985a)) + ## [0.9.0](https://github.com/Trouv/bevy_ecs_ldtk/compare/v0.8.0...v0.9.0) (2024-02-11) diff --git a/Cargo.toml b/Cargo.toml index 93e55da4..51527008 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -1,7 +1,7 @@ [package] name = "bevy_ecs_ldtk" description = "An ECS-friendly ldtk plugin for bevy." -version = "0.9.0" +version = "0.10.0" edition = "2021" authors = ["Trevor Lovell "] repository = "https://github.com/Trouv/bevy_ecs_ldtk" @@ -14,7 +14,7 @@ exclude = ["assets/*", "repo/*", "scripts/*"] members = ["macros"] [dependencies] -bevy_ecs_ldtk_macros = { version = "0.9.0", optional = true, path = "macros" } +bevy_ecs_ldtk_macros = { version = "0.10.0", optional = true, path = "macros" } bevy_ecs_tilemap = { version = "0.14.0", default-features = false} bevy = { version = "0.14", default-features = false, features = ["bevy_sprite"] } derive-getters = "0.3.0" diff --git a/README.md b/README.md index c5502ee6..290cdb63 100644 --- a/README.md +++ b/README.md @@ -30,13 +30,13 @@ For less common use cases, strategies that leverage this plugin's ECS constructs ## Documentation Documentation for this plugin is available in two main places. -- API reference on [docs.rs](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/) -- Tutorials, Explanation, and Guides in the [`bevy_ecs_ldtk` book](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/index.html) +- API reference on [docs.rs](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/) +- Tutorials, Explanation, and Guides in the [`bevy_ecs_ldtk` book](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/index.html) In the book, the following chapters are good jumping-off points for beginners: -- [*Tile-based Game* tutorial](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/tutorials/tile-based-game/index.html) -- [*Level Selection* explanation](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/explanation/level-selection.html) -- [*Game Logic Integration* explanation](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/explanation/game-logic-integration.html) +- [*Tile-based Game* tutorial](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/tutorials/tile-based-game/index.html) +- [*Level Selection* explanation](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/explanation/level-selection.html) +- [*Game Logic Integration* explanation](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/explanation/game-logic-integration.html) Cargo examples are also available in this repository: ```sh diff --git a/book/src/README.md b/book/src/README.md index bdd70b1c..52b7370d 100644 --- a/book/src/README.md +++ b/book/src/README.md @@ -32,7 +32,7 @@ Some resources for learning Bevy include those listed on the [Bevy website](http LDtk also provides documentation on [its website](https://ldtk.io/docs/). `bevy_ecs_ldtk`'s [source code](https://github.com/Trouv/bevy_ecs_ldtk) is available on github. -This repository also contains [cargo examples](https://github.com/Trouv/bevy_ecs_ldtk/tree/v0.9.0/examples), which can be run after cloning the repository using `$ cargo run --example example-name`. +This repository also contains [cargo examples](https://github.com/Trouv/bevy_ecs_ldtk/tree/v0.10.0/examples), which can be run after cloning the repository using `$ cargo run --example example-name`. These examples may be difficult to follow on their own, and many of their strategies are described in this book. When viewing these examples, be careful to checkout the correct git tag for the version of the plugin you are using. Some changes may have been made to the plugin or to the examples on the `main` branch that are not released yet, and trying to apply these to the version of the plugin you are using can lead to errors. diff --git a/book/src/explanation/anatomy-of-the-world.md b/book/src/explanation/anatomy-of-the-world.md index 0695bf5a..e9f96876 100644 --- a/book/src/explanation/anatomy-of-the-world.md +++ b/book/src/explanation/anatomy-of-the-world.md @@ -1,5 +1,5 @@ # Anatomy of the World -Once an [`LdtkWorldBundle`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LdtkWorldBundle.html) is spawned, [levels are selected](level-selection.md), and the associated assets finish loading, the level spawning process begins. +Once an [`LdtkWorldBundle`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LdtkWorldBundle.html) is spawned, [levels are selected](level-selection.md), and the associated assets finish loading, the level spawning process begins. The result is a deeply nested hierarchy of entities which can be difficult to navigate, but predictable. It can be useful to write code that makes assumptions about the relationships between `bevy_ecs_ldtk` entities. To assist with this, this chapter will explain the anatomy of a `bevy_ecs_ldtk` world. @@ -8,16 +8,16 @@ To assist with this, this chapter will explain the anatomy of a `bevy_ecs_ldtk` The basic hierarchy of spawned entities and their identifying components/bundles are as follows. This does exclude some special cases which are explained in more detail below. Each bullet indent indicates a parent/child relationship. -- The world entity, with an [`LdtkWorldBundle`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LdtkWorldBundle.html) bundle. - - The level entities, with a [`LevelIid`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LevelIid.html) component. - - For Entity layers - a layer entity with just a [`LayerMetadata`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LayerMetadata.html) component. - - LDtk Entity entities, with an [`EntityInstance`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/ldtk/struct.EntityInstance.html) component, or possibly others if you're using [`LdtkEntity` registration](game-logic-integration.html#ldtkentity-and-ldtkintcell-registration). - - For Tile/AutoTile/IntGrid layers: `bevy_ecs_tilemap` tilemap entities, with a [`TilemapBundle`](https://docs.rs/bevy_ecs_tilemap/latest/bevy_ecs_tilemap/type.TilemapBundle.html) **and** a [`LayerMetadata`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LayerMetadata.html) component. - - For IntGrid layers - tile entities with an [`IntGridCell`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.IntGridCell.html) component, or possibly others if you're using [`LdtkIntCell` registration](game-logic-integration.html#ldtkentity-and-ldtkintcell-registration). +- The world entity, with an [`LdtkWorldBundle`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LdtkWorldBundle.html) bundle. + - The level entities, with a [`LevelIid`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LevelIid.html) component. + - For Entity layers - a layer entity with just a [`LayerMetadata`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LayerMetadata.html) component. + - LDtk Entity entities, with an [`EntityInstance`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/ldtk/struct.EntityInstance.html) component, or possibly others if you're using [`LdtkEntity` registration](game-logic-integration.html#ldtkentity-and-ldtkintcell-registration). + - For Tile/AutoTile/IntGrid layers: `bevy_ecs_tilemap` tilemap entities, with a [`TilemapBundle`](https://docs.rs/bevy_ecs_tilemap/latest/bevy_ecs_tilemap/type.TilemapBundle.html) **and** a [`LayerMetadata`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LayerMetadata.html) component. + - For IntGrid layers - tile entities with an [`IntGridCell`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.IntGridCell.html) component, or possibly others if you're using [`LdtkIntCell` registration](game-logic-integration.html#ldtkentity-and-ldtkintcell-registration). - For Tile/AutoTile layers (or IntGrid layers with AutoTile functionality) - `bevy_ecs_tilemap` tile entities, with a [`TileBundle`](https://docs.rs/bevy_ecs_tilemap/latest/bevy_ecs_tilemap/tiles/struct.TileBundle.html) bundle. ## Worldly Entities -The [`LdtkEntity` derive macro](game-logic-integration.html#ldtkentity-and-ldtkintcell-registration) allows you to define entities as ["worldly"](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/app/trait.LdtkEntity.html#worldly). +The [`LdtkEntity` derive macro](game-logic-integration.html#ldtkentity-and-ldtkintcell-registration) allows you to define entities as ["worldly"](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/app/trait.LdtkEntity.html#worldly). The intention of this feature is to support entities that are allowed to persist and traverse between levels, like a player in a GridVania layout. One consequence of an entity being worldly is a change in its placement in the above hierarchy. @@ -32,8 +32,8 @@ For example, if the worldly player entity traverses far enough away that their o LDtk allows you to associate metadata with particular tiles in a tileset. `bevy_ecs_ldtk` responds to this by adding additional components to tiles that have metadata *in addition to* those described in the [hierarchy](#hierarchy): -- [`TileMetadata`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.TileMetadata.html) -- [`TileEnumTags`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.TileEnumTags.html) +- [`TileMetadata`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.TileMetadata.html) +- [`TileEnumTags`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.TileEnumTags.html) Naturally, this can only occur in Tile/AutoTile layers (or IntGrid layers with AutoTile functionality), since the metadata is defined on tilesets. @@ -43,7 +43,7 @@ LDtk allows you to supply a background color and a background image for individu The background color is spawned as a normal bevy [`SpriteBundle`](https://docs.rs/bevy/latest/bevy/prelude/struct.SpriteBundle.html), as a child of the level entity. The background image, if it exists, is also spawned as a `SpriteBundle`. -These background sprites can be disabled (not spawned) using the settings resource [`LdtkSettings`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LdtkSettings.html): +These background sprites can be disabled (not spawned) using the settings resource [`LdtkSettings`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LdtkSettings.html): ```rust,no_run use bevy::prelude::*; use bevy_ecs_ldtk::prelude::*; @@ -65,7 +65,7 @@ In other words, a single layer can have more than one tile in the same location. `bevy_ecs_tilemap` tilemaps only allow one tile per position. So, `bevy_ecs_ldtk` supports layers with colliding tiles by spawning multiple tilemaps. -Each of them will have the same [`LayerMetadata`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LayerMetadata.html) component. +Each of them will have the same [`LayerMetadata`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LayerMetadata.html) component. This means that users cannot assume that there will be only one `LayerMetadata` entity per layer. diff --git a/book/src/explanation/game-logic-integration.md b/book/src/explanation/game-logic-integration.md index 7ec3c7db..2b789e6d 100644 --- a/book/src/explanation/game-logic-integration.md +++ b/book/src/explanation/game-logic-integration.md @@ -37,8 +37,8 @@ Without any intervention, the bundle's fields are constructed using the bundle's However, various attributes are available to override this behavior, like `#[sprite_bundle]` in the above example. This attribute gives the entity a sprite using the tileset in its LDtk editor visual. For documentation about all the available attributes, check out the API reference for these traits: -- [`LdtkEntity`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/app/trait.LdtkEntity.html) -- [`LdtkIntCell`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/app/trait.LdtkIntCell.html) +- [`LdtkEntity`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/app/trait.LdtkEntity.html) +- [`LdtkIntCell`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/app/trait.LdtkIntCell.html) This approach is suitable for many common, simple use cases. There's also room for more granular, component-level customization within some of the attributes, like `#[with(...)]` or `#[from_entity_instance]`. diff --git a/book/src/explanation/level-selection.md b/book/src/explanation/level-selection.md index d89571bd..b9bb0705 100644 --- a/book/src/explanation/level-selection.md +++ b/book/src/explanation/level-selection.md @@ -1,14 +1,14 @@ # Level Selection -Once you have spawned an [`LdtkWorldBundle`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LdtkWorldBundle.html) with a handle pointing to your LDtk project file, the levels you have selected will spawn as children of the world bundle. +Once you have spawned an [`LdtkWorldBundle`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LdtkWorldBundle.html) with a handle pointing to your LDtk project file, the levels you have selected will spawn as children of the world bundle. You have a couple options for selecting levels, which will be discussed in this chapter. ## `LevelSelection` resource -The highest-level option for selecting a level to spawn is using the [`LevelSelection`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/enum.LevelSelection.html) resource. +The highest-level option for selecting a level to spawn is using the [`LevelSelection`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/enum.LevelSelection.html) resource. This resource allows you to specify a particular level either by its indices in the project/world, its identifier, its iid, or its uid. Once this resource is added or changed, levels will be spawned/despawned in order to match your selection. One additional feature worth pointing out is loading level neighbors. -You can enable this with the settings resource [`LdtkSettings`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LdtkSettings.html): +You can enable this with the settings resource [`LdtkSettings`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LdtkSettings.html): ```rust,no_run use bevy::prelude::*; @@ -33,7 +33,7 @@ This can be especially useful for GridVania/Free-style worlds where it's importa Note: this *only* works if you are using the `LevelSelection` resource. ## `LevelSet` component -One component in the `LdtkWorldBundle` is [`LevelSet`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.LevelSet.html). +One component in the `LdtkWorldBundle` is [`LevelSet`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.LevelSet.html). This component can be used for lower-level level selection. Instead of selecting one level globally with a `LevelSelection` resource, you can select a specific set of levels by their iids. From the `level_set` cargo example: diff --git a/book/src/how-to-guides/respawn-levels-and-worlds.md b/book/src/how-to-guides/respawn-levels-and-worlds.md index 8351193e..463f45b9 100644 --- a/book/src/how-to-guides/respawn-levels-and-worlds.md +++ b/book/src/how-to-guides/respawn-levels-and-worlds.md @@ -1,5 +1,5 @@ # Respawn Levels and Worlds -Internally, `bevy_ecs_ldtk` uses a [`Respawn`](https://docs.rs/bevy_ecs_ldtk/0.9.0/bevy_ecs_ldtk/prelude/struct.Respawn.html) component on worlds and levels to assist in the spawning process. +Internally, `bevy_ecs_ldtk` uses a [`Respawn`](https://docs.rs/bevy_ecs_ldtk/0.10.0/bevy_ecs_ldtk/prelude/struct.Respawn.html) component on worlds and levels to assist in the spawning process. This can be leveraged by users to implement a simple level restart feature, or an even more heavy-handed world restart feature. This code is from the `collectathon` cargo example. diff --git a/macros/Cargo.toml b/macros/Cargo.toml index 2025944b..d37e861d 100644 --- a/macros/Cargo.toml +++ b/macros/Cargo.toml @@ -1,7 +1,7 @@ [package] name = "bevy_ecs_ldtk_macros" description = "Derive macros for bevy_ecs_ldtk." -version = "0.9.0" +version = "0.10.0" edition = "2021" authors = ["Trevor Lovell "] license = "MIT OR Apache-2.0" diff --git a/src/app/ldtk_entity.rs b/src/app/ldtk_entity.rs index 0056e220..32119c13 100644 --- a/src/app/ldtk_entity.rs +++ b/src/app/ldtk_entity.rs @@ -139,7 +139,7 @@ use std::{collections::HashMap, marker::PhantomData}; /// [Worldly] entities don't despawn when their birth level despawns, and they don't respawn when /// their birth level respawns. /// For a more detailed explanation, please see the -/// [*Worldly Entities*](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/explanation/anatomy-of-the-world.html#worldly-entities) +/// [*Worldly Entities*](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/explanation/anatomy-of-the-world.html#worldly-entities) /// section of the `bevy_ecs_ldtk` book. /// ``` /// # use bevy::prelude::*; diff --git a/src/components/level_set.rs b/src/components/level_set.rs index c8927d3d..ec8b3e1b 100644 --- a/src/components/level_set.rs +++ b/src/components/level_set.rs @@ -6,7 +6,7 @@ use crate::LevelIid; /// [`Component`] that determines the desired levels to be spawned in an [`LdtkWorldBundle`]. /// /// For more explanation and comparison of options for selecting levels to spawn, see the -/// [*Level Selection*](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/explanation/level-selection.html) +/// [*Level Selection*](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/explanation/level-selection.html) /// chapter of the `bevy_ecs_ldtk` book. /// /// [`Component`]: https://docs.rs/bevy/latest/bevy/ecs/prelude/trait.Component.html diff --git a/src/components/mod.rs b/src/components/mod.rs index fa8ff457..17829213 100644 --- a/src/components/mod.rs +++ b/src/components/mod.rs @@ -43,7 +43,7 @@ pub struct IntGridCell { /// [`Component`] that indicates that an ldtk entity should be a child of the world, not their layer. /// /// For a more detailed explanation, please see the -/// [*Worldly Entities*](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/explanation/anatomy-of-the-world.html#worldly-entities) +/// [*Worldly Entities*](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/explanation/anatomy-of-the-world.html#worldly-entities) /// section of the `bevy_ecs_ldtk` book. /// /// Implements [`LdtkEntity`], and can be added to an [`LdtkEntity`] bundle with the `#[worldly]` @@ -305,7 +305,7 @@ impl From<&LayerInstance> for LayerMetadata { /// [Component] that indicates that an LDtk level or world should respawn. /// /// For more details and example usage, please see the -/// [*Respawn Levels and Worlds*](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/how-to-guides/respawn-levels-and-worlds.html) +/// [*Respawn Levels and Worlds*](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/how-to-guides/respawn-levels-and-worlds.html) /// chapter of the `bevy_ecs_ldtk` book. #[derive(Copy, Clone, Eq, PartialEq, Debug, Default, Hash, Component, Reflect)] #[reflect(Component)] @@ -330,7 +330,7 @@ pub(crate) struct EntityInstanceBundle { /// `Bundle` for spawning LDtk worlds and their levels. The main bundle for using this plugin. /// /// For a more detailed explanation of the resulting world, please see the -/// [*Anatomy of the World*](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/explanation/anatomy-of-the-world.html) +/// [*Anatomy of the World*](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/explanation/anatomy-of-the-world.html) /// chapter of the `bevy_ecs_ldtk` book. #[derive(Clone, Default, Bundle)] pub struct LdtkWorldBundle { diff --git a/src/lib.rs b/src/lib.rs index 53982c11..55975c92 100644 --- a/src/lib.rs +++ b/src/lib.rs @@ -4,15 +4,15 @@ //! ## This API Reference //! The purpose of this API reference is to describe the API provided by this plugin. //! More explanation-oriented documentation, tutorials, and guides are available in the -//! [`bevy_ecs_ldtk` book](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0). +//! [`bevy_ecs_ldtk` book](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0). //! //! The following chapters are good jumping-off points for beginners: -//! - [*Tile-based Game* tutorial](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/tutorials/tile-based-game/index.html) -//! - [*Level Selection* explanation](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/explanation/level-selection.html) -//! - [*Game Logic Integration* explanation](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/explanation/game-logic-integration.html) +//! - [*Tile-based Game* tutorial](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/tutorials/tile-based-game/index.html) +//! - [*Level Selection* explanation](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/explanation/level-selection.html) +//! - [*Game Logic Integration* explanation](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/explanation/game-logic-integration.html) //! //! Cargo examples are also available in this plugin's -//! [github repository](https://github.com/Trouv/bevy_ecs_ldtk/tree/v0.9.0/examples). +//! [github repository](https://github.com/Trouv/bevy_ecs_ldtk/tree/v0.10.0/examples). //! //! ## Feature flags //! diff --git a/src/resources/level_selection.rs b/src/resources/level_selection.rs index d628b8d1..7b8ed2f7 100644 --- a/src/resources/level_selection.rs +++ b/src/resources/level_selection.rs @@ -4,7 +4,7 @@ use bevy::prelude::*; /// [`Resource`] for choosing which level(s) to spawn. /// /// For more explanation and comparison of options for selecting levels to spawn, see the -/// [*Level Selection*](https://trouv.github.io/bevy_ecs_ldtk/v0.9.0/explanation/level-selection.html) +/// [*Level Selection*](https://trouv.github.io/bevy_ecs_ldtk/v0.10.0/explanation/level-selection.html) /// chapter of the `bevy_ecs_ldtk` book. /// /// [`Resource`]: https://docs.rs/bevy/latest/bevy/ecs/prelude/trait.Resource.html