Initial tile push with item cycle
This commit is contained in:
@@ -0,0 +1,44 @@
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use bevy::prelude::*;
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use bevy::input::keyboard::KeyCode;
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#[derive(Component)]
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pub struct PanningCamera {
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pub pan_speed: f32,
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}
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pub fn camera_movement(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut query: Query<(&PanningCamera, &mut Transform), With<Camera>>,
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) {
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for (camera, mut transform) in query.iter_mut() {
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let mut direction = Vec2::ZERO;
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if keyboard_input.pressed(KeyCode::ArrowUp) {
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direction.y += 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowDown) {
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direction.y -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowLeft) {
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direction.x -= 1.0;
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}
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if keyboard_input.pressed(KeyCode::ArrowRight) {
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direction.x += 1.0;
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}
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if direction.length() > 0.0 {
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direction = direction.normalize();
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let movement = direction * camera.pan_speed;
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transform.translation.x += movement.x;
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transform.translation.y += movement.y;
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}
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}
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}
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pub fn spawn_panning_camera(mut commands: Commands) {
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commands.spawn((
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Camera2d::default(),
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PanningCamera { pan_speed: 5.0 }
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));
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}
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@@ -0,0 +1,60 @@
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use crate::game::PIXEL_RATIO;
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use bevy::prelude::*;
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use rand::prelude::*;
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#[derive(Component)]
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#[require(Transform)]
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pub struct Ambulatory {
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speed: f32,
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}
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#[derive(Bundle)]
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pub struct Citizen {
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walker: Ambulatory,
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sprite: Sprite,
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transform: Transform,
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}
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impl Citizen {
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pub fn new(asset_server: &Res<AssetServer>, position: Vec3) -> Self {
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Citizen {
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walker: Ambulatory { speed: 64. },
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sprite: Sprite {
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image: asset_server.load("character.png"),
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..Default::default()
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},
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transform: Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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}
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}
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}
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pub fn citizen_movement(
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mut query: Query<(&Ambulatory, &mut Transform), With<Ambulatory>>,
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) {
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for (citizen, mut transform) in query.iter_mut() {
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if random::<f32>() < 0.66666{
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continue;
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}
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let mut direction = Vec2::ZERO;
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direction.y += rand::random::<f32>();
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direction.y -= rand::random::<f32>();
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direction.x -= rand::random::<f32>();
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direction.x += rand::random::<f32>();
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if direction.length() > 0.0 {
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direction.x = direction.x.round();
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direction.y = direction.y.round();
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let movement = direction * citizen.speed;
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transform.translation.x += movement.x;
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transform.translation.y += movement.y;
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if direction.x > 0.0 {
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transform.scale.x = PIXEL_RATIO.abs();
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} else if direction.x < 0.0 {
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transform.scale.x = -PIXEL_RATIO.abs();
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}
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}
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}
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}
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+99
@@ -0,0 +1,99 @@
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use crate::citizen::Citizen;
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use crate::item::{Item, ItemBundle};
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use crate::tile::{FloorTile, Tile, TileState};
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use bevy::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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setup_tilemap(&mut commands, &asset_server);
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for x in 0..25 {
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for y in 0..25 {
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if random::<f32>() < 0.1 {
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commands.spawn(Citizen::new(
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&asset_server,
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Vec3::new(x as f32 * 64., y as f32 * 64., 1.),
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));
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}
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}
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}
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}
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fn setup_tilemap(commands: &mut Commands, asset_server: &Res<AssetServer>) {
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for x in 0..25 {
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for y in 0..25 {
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let position = Vec3::new(
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x as f32 * 16. * PIXEL_RATIO,
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y as f32 * 16. * PIXEL_RATIO,
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-0.5,
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);
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let texture = if random::<f32>() < 0.5 {
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asset_server.load("grass.png")
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} else {
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asset_server.load("rock.png")
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};
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let mut items: Vec<ItemBundle> = vec![];
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if random::<f32>() < 0.1 {
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items.push(ItemBundle {
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transform: Transform::from_translation(Vec3::new(0., 0., 0.1)),
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sprite: Sprite {
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image: asset_server.load("beer.png"),
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..Default::default()
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},
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item: Item::new(),
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visibility: Visibility::Visible,
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});
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}
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if random::<f32>() < 0.1 {
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items.push(ItemBundle {
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transform: Transform::from_translation(Vec3::new(0., 0., 0.1)),
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sprite: Sprite {
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image: asset_server.load("chalice.png"),
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..Default::default()
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},
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item: Item::new(),
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visibility: Visibility::Visible,
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});
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}
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if random::<f32>() < 0.1 {
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items.push(ItemBundle {
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transform: Transform::from_translation(Vec3::new(0., 0., 0.1)),
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sprite: Sprite {
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image: asset_server.load("fish.png"),
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..Default::default()
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},
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item: Item::new(),
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visibility: Visibility::Visible,
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});
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}
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let tile_entity = commands
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.spawn((
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Transform::from_translation(position).with_scale(Vec3::splat(PIXEL_RATIO)),
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Sprite {
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image: texture,
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..Default::default()
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},
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FloorTile {
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walkable: random::<f32>() < 0.7,
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astar_weight: random::<u8>() % 10 + 1,
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},
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Tile { position: position },
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TileState { timer: Timer::from_seconds(0.5, TimerMode::Repeating) }
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))
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.id();
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let mut child_entities = Vec::new();
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for item in items {
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child_entities.push(commands.spawn(item).id());
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}
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commands.entity(tile_entity).add_children(&child_entities);
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}
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}
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}
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+47
@@ -0,0 +1,47 @@
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use bevy::prelude::*;
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#[derive(Component)]
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#[require(Sprite,Transform,Visibility )]
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pub struct Item {
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wear: u8,
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quality: u8,
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weight: u8,
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stain_time: u16
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}
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impl Default for Item {
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fn default() -> Self {
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Self {
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wear: 0,
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quality: 0,
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weight: 0,
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stain_time: 16,
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}
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}
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}
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impl Item {
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pub fn new() -> Self {
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Self {
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..Default::default()
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}
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}
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}
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#[derive(Bundle)]
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pub struct ItemBundle {
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pub item: Item,
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pub transform: Transform,
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pub sprite: Sprite,
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pub visibility: Visibility
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}
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#[derive(Component)]
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pub struct Nameable {
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pub name: String
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}
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#[derive(Component)]
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pub struct Compostable {
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decay: u8,
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}
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+33
@@ -0,0 +1,33 @@
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use bevy::prelude::*;
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mod game;
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mod citizen;
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mod camera;
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mod item;
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mod tile;
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fn main() {
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App::new()
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.add_plugins(
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DefaultPlugins
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.set(WindowPlugin {
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primary_window: Some(Window {
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title: String::from("Dorf"),
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..Default::default()
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}),
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..Default::default()
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})
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.set(ImagePlugin::default_nearest()),
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)
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.insert_resource(ClearColor(Color::srgb(0.1, 0.1, 0.15)))
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.add_systems(Startup, (
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game::setup_level,
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camera::spawn_panning_camera,
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))
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.add_systems(FixedUpdate, (
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camera::camera_movement,
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citizen::citizen_movement,
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tile::tile_update,
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))
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.run();
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}
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+131
@@ -0,0 +1,131 @@
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use crate::item::Item;
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use bevy::prelude::*;
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#[derive(Component)]
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#[require(Sprite)]
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pub struct Tile {
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pub position: Vec3,
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}
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impl Default for Tile {
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fn default() -> Self {
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Self {
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position: Vec3::ZERO,
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}
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}
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}
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impl Tile {
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pub fn new(position: Vec3) -> Self {
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Self {
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position,
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}
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}
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}
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#[derive(Component)]
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#[require(Tile)]
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pub struct FloorTile {
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pub walkable: bool,
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pub astar_weight: u8,
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}
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impl Default for FloorTile {
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fn default() -> Self {
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Self {
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walkable: true,
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astar_weight: 1,
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}
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}
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}
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#[derive(Component)]
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pub struct WallTile {
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pub tile: Tile,
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pub solid: bool,
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pub embrasure: bool, // Arrowslit, crenelle, grate, cage etc
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}
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#[derive(Component)]
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pub struct WaterTile {
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pub tile: Tile,
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pub swimmable: bool,
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pub astarmultiplier: f32,
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}
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#[derive(Component)]
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pub struct DoorTile {
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pub tile: Tile,
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pub open: bool,
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pub locked: bool,
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}
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pub fn spawn_tile(
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commands: &mut Commands,
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position: Vec3,
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floor_tile: FloorTile,
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// fixture: Option<Fixture>,
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items: Vec<Item>,
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) {
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let tile_entity = commands.spawn((Tile { position }, floor_tile)).id();
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// if let Some(fixture) = fixture {
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// commands.entity(tile_entity).add_children(&[
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// commands
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// .spawn((fixture,))
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// .id(),
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// ]);
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// }
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let mut child_entities = Vec::new();
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for item in items {
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child_entities.push(commands.spawn(item).id());
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}
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commands.entity(tile_entity).add_children(&child_entities);
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}
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pub fn tile_update(
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time: Res<Time>,
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mut query_tile: Query<(Entity, &Children, &mut TileState), With<Tile>>,
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mut query_item: Query<(&mut Visibility, &Item)>,
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) {
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for (tile_entity, children, mut state) in query_tile.iter_mut() {
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state.timer.tick(time.delta());
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if !state.timer.finished() {
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continue;
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}
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let mut visible_index: Option<usize> = None;
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let mut visible_child: Option<Entity> = None;
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for (i, &child) in children.iter().enumerate() {
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if let Ok((mut visibility, _)) = query_item.get_mut(child) {
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if matches!(*visibility, Visibility::Visible) {
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visible_index = Some(i);
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visible_child = Some(child);
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*visibility = Visibility::Hidden;
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break;
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}
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}
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}
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let next_index = if let Some(current_index) = visible_index {
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(current_index + 1) % children.len()
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} else {
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0
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};
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if let Some(&next_child) = children.get(next_index) {
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if let Ok((mut visibility, _)) = query_item.get_mut(next_child) {
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*visibility = Visibility::Visible;
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// println!("{}",next_index.to_string());
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}
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}
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}
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}
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#[derive(Component)]
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pub struct TileState {
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pub timer: Timer,
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}
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