cursor ui
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@@ -1,4 +1,4 @@
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use crate::game::PIXEL_RATIO;
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use crate::constants::*;
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use bevy::prelude::*;
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use bevy::prelude::*;
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use rand::prelude::*;
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use rand::prelude::*;
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@@ -0,0 +1,2 @@
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pub const PIXEL_RATIO: f32 = 4.0;
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pub const TILE_SIZE: f32 = 16.0 * PIXEL_RATIO;
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@@ -0,0 +1,47 @@
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use crate::constants::*;
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use bevy::{prelude::*, winit::cursor};
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#[derive(Component)]
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#[require(Transform)]
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pub struct Cursor {
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id: f32,
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}
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pub fn setup_curor(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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Transform::from_xyz(0., 0., 10.).with_scale(Vec3::splat(PIXEL_RATIO)),
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Sprite {
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image: asset_server.load("cursor.png"),
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..Default::default()
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},
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Cursor { id: 1. },
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));
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}
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pub fn move_cursor(
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camera_query: Single<(&Camera, &GlobalTransform)>,
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windows: Query<&Window>,
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mut query: Query<(&Cursor, &mut Transform), With<Transform>>,
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) {
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for mut transform in query.iter_mut() {
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let (camera, camera_transform) = *camera_query;
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let Ok(window) = windows.get_single() else {
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return;
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};
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let Some(cursor_position) = window.cursor_position() else {
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return;
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};
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// Calculate a world position based on the cursor's position.
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let Ok(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
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return;
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};
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transform.1.translation = Vec3::new(
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((point.x / (TILE_SIZE)+0.5).floor()) * TILE_SIZE,
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((point.y / (TILE_SIZE)+0.5).floor()) * TILE_SIZE,
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100.0,
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);
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}
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}
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+3
-4
@@ -1,11 +1,10 @@
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use crate::citizen::Citizen;
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use crate::citizen::Citizen;
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use crate::item::{Item, ItemBundle};
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use crate::item::{Item, ItemBundle};
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use crate::tiles::TilePrefab;
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use crate::tiles::TilePrefab;
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use crate::constants::*;
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use bevy::prelude::*;
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use bevy::prelude::*;
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use rand::prelude::*;
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use rand::prelude::*;
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pub const PIXEL_RATIO: f32 = 4.0;
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pub fn setup_level(mut commands: Commands, asset_server: Res<AssetServer>) {
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pub fn setup_level(mut commands: Commands, asset_server: Res<AssetServer>) {
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setup_tilemap(&mut commands, &asset_server);
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setup_tilemap(&mut commands, &asset_server);
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@@ -26,8 +25,8 @@ fn setup_tilemap(commands: &mut Commands, asset_server: &Res<AssetServer>) {
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for y in -25..25 {
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for y in -25..25 {
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for z in 0..4 {
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for z in 0..4 {
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let position = Vec3::new(
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let position = Vec3::new(
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x as f32 * 16. * PIXEL_RATIO,
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x as f32 * TILE_SIZE,
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y as f32 * 16. * PIXEL_RATIO,
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y as f32 * TILE_SIZE,
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-z as f32,
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-z as f32,
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);
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);
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+4
-32
@@ -1,14 +1,13 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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mod constants;
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mod camera;
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mod camera;
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mod citizen;
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mod citizen;
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mod game;
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mod game;
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mod item;
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mod item;
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mod tile;
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mod tile;
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mod tiles;
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mod tiles;
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mod cursor;
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use bevy::color::palettes::basic::WHITE;
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use game::PIXEL_RATIO;
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fn main() {
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fn main() {
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App::new()
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App::new()
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@@ -25,6 +24,7 @@ fn main() {
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)
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)
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.insert_resource(ClearColor(Color::srgb(0.1, 0.1, 0.15)))
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.insert_resource(ClearColor(Color::srgb(0.1, 0.1, 0.15)))
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.add_systems(Startup, (game::setup_level, camera::spawn_panning_camera))
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.add_systems(Startup, (game::setup_level, camera::spawn_panning_camera))
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.add_systems(Startup, cursor::setup_curor)
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.add_systems(
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.add_systems(
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FixedUpdate,
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FixedUpdate,
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(
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(
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@@ -33,34 +33,6 @@ fn main() {
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tile::tile_sprite_update,
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tile::tile_sprite_update,
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),
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),
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)
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)
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.add_systems(FixedUpdate, draw_cursor)
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.add_systems(FixedUpdate, cursor::move_cursor)
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.run();
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.run();
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}
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}
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fn draw_cursor(
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camera_query: Single<(&Camera, &GlobalTransform)>,
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windows: Query<&Window>,
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mut gizmos: Gizmos,
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) {
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let (camera, camera_transform) = *camera_query;
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let Ok(window) = windows.get_single() else {
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return;
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};
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let Some(cursor_position) = window.cursor_position() else {
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return;
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};
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// Calculate a world position based on the cursor's position.
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let Ok(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
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return;
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};
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println!(
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"pos: {}, {}",
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(point.x / (16. * PIXEL_RATIO)) as i32,
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(point.y / (16. * PIXEL_RATIO)) as i32
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);
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gizmos.circle_2d(point, 10., WHITE);
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}
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+1
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::tile::{Tile, TileState};
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use crate::tile::{Tile, TileState};
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use crate::game::PIXEL_RATIO;
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use crate::constants::*;
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#[derive(Bundle)]
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#[derive(Bundle)]
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pub struct TilePrefab {
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pub struct TilePrefab {
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