Terrain quilting
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+196
-36
@@ -1,6 +1,8 @@
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use crate::tile::{FixtureTile, FloorTile, NeedsOccluded, TileState};
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use crate::{constants::*, game, tilemap};
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use bevy::asset::RenderAssetUsages;
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use bevy::prelude::*;
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use bevy::render::render_resource;
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use bevy_platform::collections::hash_map::HashMap;
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#[derive(Resource)]
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@@ -77,7 +79,7 @@ pub fn initialize_textures(mut commands: Commands, asset_server: Res<AssetServer
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}
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#[derive(Debug, PartialEq)]
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pub enum WorldSpriteState {
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pub enum TerrainSpriteState {
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Inactive,
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WaitingForRender,
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InProgress,
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@@ -86,7 +88,7 @@ pub enum WorldSpriteState {
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#[derive(Resource)]
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pub struct CurrentWorldSpriteState {
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pub state: WorldSpriteState,
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pub state: TerrainSpriteState,
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}
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use std::time::Instant;
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@@ -96,57 +98,215 @@ pub struct TerrainSprite {
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pub z_index: usize, // Store the z-index this sprite belongs to (as world_Z)
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}
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// This system generates sprites for all z-indices and stores references to them
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pub fn build_world_sprites(
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#[derive(Resource)]
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pub struct QuiltCache {
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// Tracks the dimensions of the quilted texture for each z-index
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pub dimensions: HashMap<usize, (u32, u32)>,
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// Tracks if any z-index needs to be requilt
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pub dirty_indices: Vec<usize>,
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}
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impl Default for QuiltCache {
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fn default() -> Self {
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Self {
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dimensions: HashMap::new(),
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dirty_indices: Vec::new(),
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}
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}
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}
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// This system generates a quilted sprite for each z-index
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pub fn build_quilted_terrain_sprites(
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query: Query<(&FloorTile, &Transform)>,
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mut commands: Commands,
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mut cwss: ResMut<CurrentWorldSpriteState>,
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textures: Res<Textures>,
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texture_ids: Res<TextureIDs>,
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query_1: Query<Entity, With<TerrainSprite>>,
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query_sprites: Query<Entity, With<TerrainSprite>>,
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mut images: ResMut<Assets<Image>>,
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mut quilt_cache: ResMut<QuiltCache>,
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) {
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if cwss.state != WorldSpriteState::WaitingForRender {
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if cwss.state != TerrainSpriteState::WaitingForRender {
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return;
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}
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let now = Instant::now();
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cwss.state = WorldSpriteState::InProgress;
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cwss.state = TerrainSpriteState::InProgress;
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// despawn all existing terrain sprites
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for entity in query_1.iter() {
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// despawn all existing quilted terrain sprites
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for entity in query_sprites.iter() {
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commands.entity(entity).despawn();
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}
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// Generate sprites for all z-indices (0 to 150)
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// Map to collect all visible tiles per z-index
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let mut tiles_by_z: HashMap<usize, Vec<(Vec2, &FloorTile)>> = HashMap::new();
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// First pass: Collect all visible tiles by z_index and compute bounds
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for z_index in 0..=tilemap::Z_TOTAL as usize {
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for (floortile, transform) in query.iter() {
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let is_visible =
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(floortile.visible_range[z_index / 32] & (1 << (z_index % 32) as u32)) != 0;
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if is_visible {
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let id = floortile.id;
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let texture_id = texture_ids.refs.get(&id).unwrap();
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let texture = textures.handles.get(texture_id).unwrap();
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let sprite = Sprite {
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image: texture.clone(),
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..Default::default()
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};
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// Spawn with hidden visibility initially - update_tile_visibility will handle showing/hiding
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commands.spawn((
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sprite,
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*transform,
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TerrainSprite { z_index },
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Visibility::Hidden,
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));
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let position = Vec2::new(transform.translation.x, transform.translation.y);
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tiles_by_z
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.entry(z_index)
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.or_default()
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.push((position, floortile));
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}
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}
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}
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cwss.state = WorldSpriteState::RenderReady;
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// For each z-index, create a quilted texture
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for (z_index, tiles) in tiles_by_z.iter() {
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if tiles.is_empty() {
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continue;
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}
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let elapsed = now.elapsed();
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// Find bounds for the quilted texture
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let min_x = tiles.iter().map(|(pos, _)| pos.x).reduce(f32::min).unwrap();
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let max_x = tiles.iter().map(|(pos, _)| pos.x).reduce(f32::max).unwrap();
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let min_y = tiles.iter().map(|(pos, _)| pos.y).reduce(f32::min).unwrap();
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let max_y = tiles.iter().map(|(pos, _)| pos.y).reduce(f32::max).unwrap();
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println!("World sprites built. Elapsed: {:.2?}", elapsed);
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// Calculate texture dimensions in pixels
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let width_tiles = ((max_x - min_x) / TILE_SIZE).ceil() as u32 + 1;
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let height_tiles = ((max_y - min_y) / TILE_SIZE).ceil() as u32 + 1;
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let width_px = width_tiles * UTILE_SIZE;
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let height_px = height_tiles * UTILE_SIZE;
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// Store the dimensions for later use (especially for adjusting the transform)
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quilt_cache
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.dimensions
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.insert(*z_index, (width_px, height_px));
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// Create a new texture
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let mut texture_data = vec![0u8; (width_px * height_px * 4) as usize];
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// Draw each tile into the texture
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for (pos, floortile) in tiles {
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let id = floortile.id;
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let texture_id = texture_ids.refs.get(&id).unwrap();
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let texture = textures.handles.get(texture_id).unwrap();
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// Fetch the source texture data
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if let Some(source_texture) = images.get(texture) {
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// Calculate position within the quilted texture
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let tile_x = ((pos.x - min_x) / TILE_SIZE).floor() as u32;
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let tile_y = ((pos.y - min_y) / TILE_SIZE).floor() as u32;
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// Copy the tile texture into the quilted texture
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if let Some(data) = &source_texture.data {
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blit_texture(
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data,
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&mut texture_data,
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source_texture.size().x as u32,
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source_texture.size().y as u32,
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width_px,
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height_px,
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tile_x * UTILE_SIZE,
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tile_y * UTILE_SIZE,
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);
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}
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}
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}
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// Create a new image asset
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let quilted_texture = Image::new_fill(
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render_resource::Extent3d {
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width: width_px,
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height: height_px,
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depth_or_array_layers: 1,
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},
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render_resource::TextureDimension::D2,
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&texture_data,
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render_resource::TextureFormat::Rgba8UnormSrgb,
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RenderAssetUsages::RENDER_WORLD,
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);
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let texture_handle = images.add(quilted_texture);
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// Calculate the center position of the quilted sprite
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let center_x = min_x + (max_x - min_x) / 2.0;
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let center_y = min_y + (max_y - min_y) / 2.0;
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// Spawn the quilted sprite
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commands.spawn((
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Sprite {
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image: texture_handle,
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..Default::default()
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},
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Transform::from_xyz(center_x, center_y, *z_index as f32)
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.with_scale(Vec3::splat(PIXEL_RATIO)),
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Visibility::Hidden,
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TerrainSprite { z_index: *z_index },
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));
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}
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// Clear any dirty flags
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quilt_cache.dirty_indices.clear();
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cwss.state = TerrainSpriteState::RenderReady;
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println!(
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"Quilted world sprites built. Elapsed: {:.2?}",
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now.elapsed()
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);
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}
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// Helper function to blit a texture onto another texture
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fn blit_texture(
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source: &[u8],
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target: &mut [u8],
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source_width: u32,
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source_height: u32,
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target_width: u32,
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target_height: u32,
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offset_x: u32,
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offset_y: u32,
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) {
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for y in 0..source_height {
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if y + offset_y >= target_height {
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continue;
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}
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for x in 0..source_width {
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if x + offset_x >= target_width {
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continue;
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}
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let source_idx = ((y * source_width) + x) as usize * 4;
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let target_idx = (((y + offset_y) * target_width) + (x + offset_x)) as usize * 4;
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// Only copy non-transparent pixels
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if source.len() > source_idx + 3 && source[source_idx + 3] > 0 {
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target[target_idx] = source[source_idx]; // R
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target[target_idx + 1] = source[source_idx + 1]; // G
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target[target_idx + 2] = source[source_idx + 2]; // B
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target[target_idx + 3] = source[source_idx + 3]; // A
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}
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}
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}
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}
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// This system handles updating quilted sprites when the world changes
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pub fn update_quilts_on_world_change(
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mut commands: Commands,
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mut quilt_cache: ResMut<QuiltCache>,
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mut cwss: ResMut<CurrentWorldSpriteState>,
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// Add any resources or queries that indicate world changes
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// For example, if you have a WorldChangeEvent:
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// mut world_changes: EventReader<WorldChangeEvent>,
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) {
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// Example: Check for world changes
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// if !world_changes.is_empty() {
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// for event in world_changes.iter() {
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// quilt_cache.dirty_indices.push(event.z_index);
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// }
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// cwss.state = WorldSpriteState::WaitingForRender;
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// }
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// Alternatively, if you have specific systems that modify the world,
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// you could have them set cwss.state = WorldSpriteState::WaitingForRender
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// and add affected z-indices to quilt_cache.dirty_indices
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}
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#[derive(Bundle)]
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@@ -161,7 +321,7 @@ pub struct FloorTilePrefab {
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impl FloorTilePrefab {
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pub fn grass(position: Vec3) -> Self {
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FloorTilePrefab {
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 1,
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astar_weight: 100,
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@@ -179,7 +339,7 @@ impl FloorTilePrefab {
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pub fn dirt(position: Vec3) -> Self {
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FloorTilePrefab {
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 2,
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astar_weight: 85,
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@@ -197,7 +357,7 @@ impl FloorTilePrefab {
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pub fn rock(position: Vec3) -> Self {
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FloorTilePrefab {
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 3,
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astar_weight: 50,
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@@ -215,7 +375,7 @@ impl FloorTilePrefab {
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pub fn air(position: Vec3) -> Self {
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FloorTilePrefab {
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 0,
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opaque: false,
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@@ -234,7 +394,7 @@ impl FloorTilePrefab {
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pub fn bedrock(position: Vec3) -> Self {
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FloorTilePrefab {
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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transform: Transform::from_translation(position),
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tile: FloorTile {
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id: 4,
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astar_weight: 150,
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@@ -272,7 +432,7 @@ pub struct FixtureTilePrefab {
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impl FixtureTilePrefab {
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pub fn dirt_wall(position: Vec3) -> Self {
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FixtureTilePrefab {
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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transform: Transform::from_translation(position),
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tile: FixtureTile {
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id: FIXTURE_ID_OFFSET + 1,
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..Default::default()
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@@ -286,7 +446,7 @@ impl FixtureTilePrefab {
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pub fn rock_wall(position: Vec3) -> Self {
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FixtureTilePrefab {
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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transform: Transform::from_translation(position),
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tile: FixtureTile {
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id: 2,
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..Default::default()
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@@ -300,7 +460,7 @@ impl FixtureTilePrefab {
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pub fn bedrock_wall(position: Vec3) -> Self {
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FixtureTilePrefab {
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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transform: Transform::from_translation(position),
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tile: FixtureTile {
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id: 0,
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..Default::default()
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