dropped item rotation

This commit is contained in:
2026-02-15 18:56:38 +00:00
parent 975ac20876
commit 886d162963
6 changed files with 146 additions and 97 deletions
+17 -3
View File
@@ -1,6 +1,8 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::entities::item::{Item, ItemBundle, ItemDecorations, ItemType, Material, Quality}; use crate::entities::item::{
Item, ItemBundle, ItemDecorations, ItemRotationState, ItemType, Material, Quality,
};
use crate::world::tiles::tilemap; use crate::world::tiles::tilemap;
use crate::world::VisibleGameEntity; use crate::world::VisibleGameEntity;
@@ -48,7 +50,13 @@ pub fn spawn_prefab(
tilemap tilemap
.item_tiles .item_tiles
.insert(position.as_ivec3(), items.clone()); .insert(position.as_ivec3(), items.clone());
return commands.entity(meat).insert(VisibleGameEntity).id(); return commands
.entity(meat)
.insert(VisibleGameEntity)
.insert(ItemRotationState {
should_be_visible: true,
})
.id();
} }
MiscPrefab::Coin => { MiscPrefab::Coin => {
let coin = commands let coin = commands
@@ -77,7 +85,13 @@ pub fn spawn_prefab(
tilemap tilemap
.item_tiles .item_tiles
.insert(position.as_ivec3(), items.clone()); .insert(position.as_ivec3(), items.clone());
commands.entity(coin).insert(VisibleGameEntity).id() commands
.entity(coin)
.insert(VisibleGameEntity)
.insert(ItemRotationState {
should_be_visible: true,
})
.id()
} }
} }
} }
+99
View File
@@ -1,4 +1,5 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy_platform::collections::HashMap;
use crate::entities::item::decorations::ItemDecorations; use crate::entities::item::decorations::ItemDecorations;
use crate::entities::item::material::{GemType, Material, MetalType}; use crate::entities::item::material::{GemType, Material, MetalType};
@@ -7,6 +8,7 @@ use crate::entities::item::types::ItemType;
use crate::entities::item::Item; use crate::entities::item::Item;
use crate::entities::item::ItemBundle; use crate::entities::item::ItemBundle;
use crate::entities::item::ItemName; use crate::entities::item::ItemName;
use crate::world::tiles::TileMap;
pub fn stain_fade_system(time: Res<Time>, mut items: Query<&mut Item>) { pub fn stain_fade_system(time: Res<Time>, mut items: Query<&mut Item>) {
if time.elapsed_secs_f64() as u32 % 10 == 0 { if time.elapsed_secs_f64() as u32 % 10 == 0 {
@@ -16,6 +18,20 @@ pub fn stain_fade_system(time: Res<Time>, mut items: Query<&mut Item>) {
} }
} }
/// Ensures all items in item_tiles have the ItemRotationState component.
/// This handles items that were spawned before the rotation system was added,
/// or items that somehow got missing the component.
pub fn initialize_item_rotation_state(
mut commands: Commands,
items_without_state: Query<(Entity, &Item), Without<ItemRotationState>>,
) {
for (entity, _item) in items_without_state.iter() {
commands.entity(entity).insert(ItemRotationState {
should_be_visible: true,
});
}
}
// Helper function to create a decorated item (DEMO ONLY) // Helper function to create a decorated item (DEMO ONLY)
pub fn create_decorated_item( pub fn create_decorated_item(
commands: &mut Commands, commands: &mut Commands,
@@ -66,3 +82,86 @@ pub fn create_decorated_item(
.insert(ItemName::new(item_type.name())) .insert(ItemName::new(item_type.name()))
.id() .id()
} }
#[derive(Resource)]
pub struct ItemRotationTimer {
timer: Timer,
current_indices: HashMap<IVec3, usize>,
}
impl Default for ItemRotationTimer {
fn default() -> Self {
Self {
timer: Timer::from_seconds(0.4f32, TimerMode::Repeating),
current_indices: HashMap::default(),
}
}
}
#[derive(Component)]
pub struct ItemRotationState {
pub should_be_visible: bool,
}
pub fn item_tile_management_system(
time: Res<Time>,
mut tilemap: ResMut<TileMap>,
mut rotation_timer: ResMut<ItemRotationTimer>,
mut item_query: Query<&mut ItemRotationState, With<Item>>,
) {
rotation_timer.timer.tick(time.delta());
let mut tiles_to_remove = Vec::new();
let mut tiles_with_items = Vec::new();
for (position, items) in tilemap.item_tiles.iter() {
if items.is_empty() {
tiles_to_remove.push(*position);
} else {
tiles_with_items.push((*position, items.clone()));
}
}
for position in tiles_to_remove {
tilemap.item_tiles.remove(&position);
rotation_timer.current_indices.remove(&position);
}
if rotation_timer.timer.just_finished() {
for (position, items) in tiles_with_items {
if items.len() <= 1 {
if let Some(&entity_id) = items.first() {
let entity = Entity::from_raw(entity_id);
if let Ok(mut rotation_state) = item_query.get_mut(entity) {
rotation_state.should_be_visible = true;
}
}
continue;
}
let current_index = rotation_timer
.current_indices
.get(&position)
.copied()
.unwrap_or(0);
for &entity_id in &items {
let entity = Entity::from_raw(entity_id);
if let Ok(mut rotation_state) = item_query.get_mut(entity) {
rotation_state.should_be_visible = false;
}
}
let next_index = (current_index + 1) % items.len();
if let Some(&next_entity_id) = items.get(next_index) {
let next_entity = Entity::from_raw(next_entity_id);
if let Ok(mut rotation_state) = item_query.get_mut(next_entity) {
rotation_state.should_be_visible = true;
}
}
rotation_timer.current_indices.insert(position, next_index);
}
}
}
+8 -4
View File
@@ -1,9 +1,9 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy_rand::prelude::*; use bevy_rand::prelude::*;
use crate::{ use crate::entities::{
entities::livestock::pig::pig_drop_system, item::{initialize_item_rotation_state, item_tile_management_system, ItemRotationTimer},
world::tiles::{item_tile_management_system, ItemRotationTimer}, livestock::pig::pig_drop_system,
}; };
mod camera; mod camera;
@@ -60,6 +60,10 @@ fn main() {
) )
.add_systems(Update, pig_drop_system) .add_systems(Update, pig_drop_system)
.insert_resource(ItemRotationTimer::default()) .insert_resource(ItemRotationTimer::default())
.add_systems(Update, item_tile_management_system) .add_systems(Update, initialize_item_rotation_state)
.add_systems(
Update,
item_tile_management_system.after(initialize_item_rotation_state),
)
.run(); .run();
} }
+2 -1
View File
@@ -49,7 +49,8 @@ impl Plugin for WorldPlugin {
.add_systems( .add_systems(
Update, Update,
( (
compute_visibility_of_game_entities, compute_visibility_of_game_entities
.after(crate::entities::item::item_tile_management_system),
( (
handle_tile_occlusion_updates, handle_tile_occlusion_updates,
build_quilted_terrain_sprites, build_quilted_terrain_sprites,
+1 -86
View File
@@ -1,94 +1,9 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy_platform::collections::hash_map::HashMap; use bevy_platform::collections::hash_map::HashMap;
use crate::{entities::item::Item, game};
#[derive(Resource, Default, Clone)] #[derive(Resource, Default, Clone)]
pub struct TileMap { pub struct TileMap {
pub floor_tiles: HashMap<IVec3, (i32, bool, bool, bool, i32, [u32; 8])>, //id, canStandIn, canStandOn, visiblyTransparent, astar_weight, visible_range pub floor_tiles: HashMap<IVec3, (i32, bool, bool, bool, i32, [u32; 8])>, //id, canStandIn, canStandOn, visiblyTransparent, astar_weight, visible_range
pub fixture_tiles: HashMap<IVec3, (i32, bool, bool, [u32; 8])>, // id, canStandIn, canStandOn, visible_range //TODO - consider moving alot of this into the fixtures components pub fixture_tiles: HashMap<IVec3, (i32, bool, bool, [u32; 8])>, // id, canStandIn, canStandOn, visible_range
pub item_tiles: HashMap<IVec3, Vec<u32>>, // Entity.id's of items on this tile pub item_tiles: HashMap<IVec3, Vec<u32>>, // Entity.id's of items on this tile
} }
#[derive(Resource)]
pub struct ItemRotationTimer {
timer: Timer,
current_indices: HashMap<IVec3, usize>,
}
impl Default for ItemRotationTimer {
fn default() -> Self {
Self {
timer: Timer::from_seconds(0.4f32, TimerMode::Repeating),
current_indices: HashMap::default(),
}
}
}
// TODO - broken, doesnt work with the visibleGameEntity system
pub fn item_tile_management_system(
time: Res<Time>,
mut tilemap: ResMut<TileMap>,
mut rotation_timer: ResMut<ItemRotationTimer>,
z_index: Res<game::ZIndex>,
mut visibility_query: Query<&mut Visibility, With<Item>>,
) {
rotation_timer.timer.tick(time.delta());
let mut tiles_to_remove = Vec::new();
let mut tiles_with_items = Vec::new();
for (position, items) in tilemap.item_tiles.iter() {
if items.is_empty() {
tiles_to_remove.push(*position);
} else {
tiles_with_items.push((*position, items.clone()));
}
}
for position in tiles_to_remove {
tilemap.item_tiles.remove(&position);
rotation_timer.current_indices.remove(&position);
}
if rotation_timer.timer.just_finished() {
for (position, items) in tiles_with_items {
if position.z > z_index.0 as i32 {
continue;
}
if items.len() <= 1 {
if let Some(&entity_id) = items.first() {
let entity = Entity::from_raw(entity_id);
if let Ok(mut visibility) = visibility_query.get_mut(entity) {
*visibility = Visibility::Visible;
}
}
continue;
}
let current_index = rotation_timer
.current_indices
.get(&position)
.copied()
.unwrap_or(0);
if let Some(&current_entity_id) = items.get(current_index) {
let current_entity = Entity::from_raw(current_entity_id);
if let Ok(mut visibility) = visibility_query.get_mut(current_entity) {
*visibility = Visibility::Hidden;
}
}
let next_index = (current_index + 1) % items.len();
if let Some(&next_entity_id) = items.get(next_index) {
let next_entity = Entity::from_raw(next_entity_id);
if let Ok(mut visibility) = visibility_query.get_mut(next_entity) {
*visibility = Visibility::Visible;
}
}
rotation_timer.current_indices.insert(position, next_index);
}
}
}
+19 -3
View File
@@ -1,5 +1,6 @@
use crate::{ use crate::{
constants::{ITILE_SIZE, TILE_SIZE}, constants::{ITILE_SIZE, TILE_SIZE},
entities::item::ItemRotationState,
game, game,
world::{ world::{
chunks::{Z_ABOVE, Z_BELOW, Z_TOTAL}, chunks::{Z_ABOVE, Z_BELOW, Z_TOTAL},
@@ -14,12 +15,28 @@ use bevy_platform::time::Instant;
pub struct VisibleGameEntity; pub struct VisibleGameEntity;
pub fn compute_visibility_of_game_entities( pub fn compute_visibility_of_game_entities(
mut query: Query<(&Transform, &mut Visibility, &mut Sprite), With<VisibleGameEntity>>, mut query: Query<
(
&Transform,
&mut Visibility,
&mut Sprite,
Option<&ItemRotationState>,
),
With<VisibleGameEntity>,
>,
z_index: Res<game::ZIndex>, z_index: Res<game::ZIndex>,
) { ) {
query query
.par_iter_mut() .par_iter_mut()
.for_each(|(transform, mut visibility, mut sprite)| { .for_each(|(transform, mut visibility, mut sprite, rotation_state)| {
// Check if this item should be hidden due to rotation
if let Some(rotation_state) = rotation_state {
if !rotation_state.should_be_visible {
*visibility = Visibility::Hidden;
return;
}
}
let entity_z = (transform.translation.z / TILE_SIZE) - 1.0; let entity_z = (transform.translation.z / TILE_SIZE) - 1.0;
// if same z-level, always visible // if same z-level, always visible
if z_index.0 == entity_z { if z_index.0 == entity_z {
@@ -46,7 +63,6 @@ pub fn compute_visibility_of_game_entities(
((z_index.0 - (transform.translation.z / TILE_SIZE) + 1.) / 8.0).clamp(0.0, 1.0); ((z_index.0 - (transform.translation.z / TILE_SIZE) + 1.) / 8.0).clamp(0.0, 1.0);
sprite.color = Color::hsv(194.7, saturation, 1.0 - (saturation / 2.0)); sprite.color = Color::hsv(194.7, saturation, 1.0 - (saturation / 2.0));
sprite.color.set_alpha(1.0 - saturation); sprite.color.set_alpha(1.0 - saturation);
}); });
} }