remove bad tilemap. mouse experiment

This commit is contained in:
2024-12-13 20:47:12 +00:00
parent 70cce2c5e9
commit 89567d4ce7
4 changed files with 110 additions and 105 deletions
+44 -12
View File
@@ -1,12 +1,15 @@
use bevy::prelude::*;
mod game;
mod citizen;
mod camera;
mod citizen;
mod game;
mod item;
mod tile;
mod tiles;
use bevy::color::palettes::basic::WHITE;
use game::PIXEL_RATIO;
fn main() {
App::new()
.add_plugins(
@@ -21,14 +24,43 @@ fn main() {
.set(ImagePlugin::default_nearest()),
)
.insert_resource(ClearColor(Color::srgb(0.1, 0.1, 0.15)))
.add_systems(Startup, (
game::setup_level,
camera::spawn_panning_camera,
))
.add_systems(FixedUpdate, (
camera::camera_movement,
citizen::citizen_movement,
tile::tile_sprite_update,
))
.add_systems(Startup, (game::setup_level, camera::spawn_panning_camera))
.add_systems(
FixedUpdate,
(
camera::camera_movement,
citizen::citizen_movement,
tile::tile_sprite_update,
),
)
.add_systems(FixedUpdate, draw_cursor)
.run();
}
}
fn draw_cursor(
camera_query: Single<(&Camera, &GlobalTransform)>,
windows: Query<&Window>,
mut gizmos: Gizmos,
) {
let (camera, camera_transform) = *camera_query;
let Ok(window) = windows.get_single() else {
return;
};
let Some(cursor_position) = window.cursor_position() else {
return;
};
// Calculate a world position based on the cursor's position.
let Ok(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
return;
};
println!(
"pos: {}, {}",
(point.x / (16. * PIXEL_RATIO)) as i32,
(point.y / (16. * PIXEL_RATIO)) as i32
);
gizmos.circle_2d(point, 10., WHITE);
}