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# rs-tiled

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[![Rust](https://github.com/mapeditor/rs-tiled/actions/workflows/rust.yml/badge.svg)](https://github.com/mapeditor/rs-tiled/actions/workflows/rust.yml)
[![Crates.io](https://img.shields.io/crates/v/tiled.svg)](https://crates.io/crates/tiled)
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Read maps from the [Tiled Map Editor](http://www.mapeditor.org/) into rust for use in video games. It is game engine agnostic and pretty barebones at the moment. Documentation is available [on docs.rs](https://docs.rs/tiled/).
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Code contributions are welcome as are bug reports, documentation, suggestions and criticism.

[There is a package on crates.io](https://crates.io/crates/tiled), to use simply add:
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```
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tiled = "0.9.5"
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```

to the dependencies section of your Cargo.toml.
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### Example

```rust
use std::path::Path;
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use tiled::parse_file;
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fn main() {
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    let map = parse_file(&Path::new("assets/tiled_base64_zlib.tmx")).unwrap();
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    println!("Opened file");
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    println!("{:?}", map);
    println!("{:?}", map.get_tileset_by_gid(22));
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### Things missing
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There are a few things missing at the moment:

- Terrain
- A nice API. At the moment you can access attributes and properties, find tilesets by GID and loop through the tiles. This leaves a user of the library with a bit to do.
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### Licences
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assets/tilesheet.png by Buch (http://blog-buch.rhcloud.com/)

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Licenced under MIT