A simple crate to localize your game using .csv files.
- Loading from
.csv
files - Loading the translation file from the asset folder
- Automatically updating text components
- Hot reloading
- Lightweight
- Per-language fonts
- More flexible and customizable
.csv
file loading
The .csv
file currently must be arranged in this order:
Keyword | Comments | Language_0 | Language_1 | ... |
---|---|---|---|---|
word | comment | translation0 | translation1 | ... |
In your project:
use bevy::prelude::*;
use bevy_easy_localize::Localize;
pub fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(bevy_easy_localize::LocalizePlugin)
//Insert the resource from an asset path
.insert_resource(Localize::from_asset_path("translations.csv"))
.add_systems(Startup, translate)
.run();
}
fn translate(
keyboard:Res<ButtonInput<KeyCode>>,
mut localize:ResMut<Localize>,
){
//Easily set the language
localize.set_language("German");
if keyboard.just_pressed(KeyCode::Space){
//Use the get() method to get a translated word for the specified keyword
println!("{}",localize.get("start_game"));
}
}
Using the LocalizeText
component:
commands.spawn((
TextBundle::from_section(
"default value",
TextStyle {
font: asset_server.load("font.ttf"),
font_size: 100.0,
color: Color::WHITE,
},
),
//add this component to automatically translate text
LocalizeText::from_section("my_keyword")
));
simple
– Reading from a file to initialize the resource.asset
– Using asset handles to initialize the resource.text
– Using theLocalizeText
component to update text.sys_locale
- Using the cratesys-locale
to set the default language.
bevy | bevy_easy_localize |
---|---|
0.14 | 0.6 |
0.13 | 0.5 |
0.12 | 0.4 |
0.11 | 0.3 |
0.10 | 0.2 |
0.9 | 0.1 |
I made this crate for my personal projects.
The obvious alternative is bevy_fluent
, but my goal is to just translate some text and
I don't need all of the fancy features it offers.
I will definitely be updating this crate and if you want to add a feature, please submit a pull request.