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https://github.com/eliasstepanik/Bevy-TileSystem.git
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Working 2
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@ -1,7 +1,9 @@
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use bevy::input::ButtonInput;
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use bevy::input::mouse::MouseWheel;
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use bevy::log::info;
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use bevy::prelude::{Camera, Camera2dBundle, Commands, Component, GlobalTransform, KeyCode, Query, Res, Time, Transform, Vec3, With, Without};
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use bevy::prelude::{Camera, Camera2dBundle, Commands, Component, EventReader, GlobalTransform, KeyCode, Query, Res, Time, Transform, Vec3, With, Without};
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use bevy::utils::default;
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use crate::components::world::{CAMERA_SCALE, PLAYER_SPEED};
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#[derive(Component)]
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pub struct Player {
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@ -20,7 +22,7 @@ pub fn setup(mut commands: Commands) {
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info!("Adding Camera");
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commands.spawn(Camera2dBundle {
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transform: Transform {
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scale: Vec3::splat(0.5), // Zoom in by reducing the scale (smaller scale means a larger view)
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scale: Vec3::splat(CAMERA_SCALE), // Zoom in by reducing the scale (smaller scale means a larger view)
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..default()
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},
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..default()
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@ -30,7 +32,7 @@ pub fn setup(mut commands: Commands) {
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// Setup player with initial position
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info!("Spawning player");
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commands.spawn((
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Player::new(500.0, Vec3::new(0.0, 0.0, 0.0)), // Initial player speed and position
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Player::new(PLAYER_SPEED, Vec3::new(0.0, 0.0, 0.0)), // Initial player speed and position
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Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
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GlobalTransform::default(),
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));
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@ -38,6 +40,7 @@ pub fn setup(mut commands: Commands) {
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pub fn update_movement(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut mouse_wheel_events: EventReader<MouseWheel>,
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time: Res<Time>,
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mut query: Query<(&mut Player, &mut Transform)>,
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mut camera_query: Query<&mut Transform, (With<Camera>, Without<Player>)>,
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@ -61,8 +64,27 @@ pub fn update_movement(
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// Update the player's transform
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player_transform.translation = player.position;
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// Adjust speed exponentially with mouse wheel
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for event in mouse_wheel_events.read() {
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// Define a base factor for exponential change
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let base_factor = 1.1f32; // Adjust this value to control sensitivity
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// Calculate the factor to multiply with speed
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let factor = base_factor.powf(event.y);
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// Update the controller speed exponentially
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player.speed *= factor;
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// Ensure the speed doesn't go below a minimum value
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if player.speed < 0.01 {
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player.speed = 0.01;
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}
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}
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}
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// Update the camera transform to match the player's position
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if let Ok(mut camera_transform) = camera_query.get_single_mut() {
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if let Ok((player, _)) = query.get_single() {
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@ -1,7 +1,7 @@
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use std::collections::HashMap;
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use bevy::prelude::*;
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use noise::{NoiseFn, Perlin};
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use crate::components::world::CHUNK_SIZE;
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use crate::components::world::{CHUNK_SIZE, NOISE_SCALE, SEED};
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pub struct Chunk {
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pub tiles: Vec<Tile>,
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@ -12,7 +12,7 @@ impl Chunk {
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pub(crate) fn new(chunk_coords: (i64, i64)) -> Self {
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info!("Generating chunk at coordinates: {:?}", chunk_coords);
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let perlin = Perlin::new(1321231231);
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let perlin = Perlin::new(SEED);
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let mut tiles = Vec::new();
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for x in 0..CHUNK_SIZE {
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@ -20,7 +20,7 @@ impl Chunk {
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let world_x = chunk_coords.0 * CHUNK_SIZE as i64 + x as i64;
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let world_y = chunk_coords.1 * CHUNK_SIZE as i64 + y as i64;
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let noise_value = perlin.get([world_x as f64 * 0.1, world_y as f64 * 0.1]);
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let noise_value = perlin.get([world_x as f64 * NOISE_SCALE, world_y as f64 * NOISE_SCALE]);
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let tile_type = if noise_value > 0.5 {
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TileType::Grass
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@ -1,21 +1,24 @@
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use bevy::asset::AssetServer;
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use bevy::prelude::{default, Camera, Color, Commands, Component, Query, Res, Text, TextBundle, TextStyle, Transform, Val, With};
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use bevy::prelude::{default, Camera, Color, Commands, Component, Query, Res, Text, TextBundle, TextStyle, Time, Transform, Val, With};
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use bevy::ui::{PositionType, Style};
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use crate::components::player::Player;
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#[derive(Component)]
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pub struct SpeedDisplay;
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#[derive(Component)]
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pub struct FpsText;
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pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Spawn UI text for debugging speed
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commands.spawn((
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TextBundle {
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text: Text::from_section(
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"Speed: 5.0", // Initial text
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"Speed: 5.0\nFPS: 60", // Initial text
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TextStyle {
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font: asset_server.load("fonts/minecraft_font.ttf"), // Load a font
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font_size: 40.0,
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font_size: 30.0,
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color: Color::WHITE,
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},
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),
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@ -34,17 +37,21 @@ pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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pub fn update(
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player_query: Query<&Player>,
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mut query_text: Query<&mut Text, With<SpeedDisplay>>,
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time: Res<Time>,
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) {
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let player = player_query.single();
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let mut text = query_text.single_mut();
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let fps = 1.0 / time.delta_seconds();
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// Update the text with the current speed and position
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text.sections[0].value = format!(
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"Speed: {:.2}\nPosition: ({:.2}, {:.2}, {:.2})",
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"Speed: {:.2}\nPosition: ({:.2}, {:.2}, {:.2})\nFps:{:2}",
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player.speed,
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player.position.x,
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player.position.y,
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player.position.z,
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fps
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);
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}
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@ -3,16 +3,26 @@ use bevy::prelude::*;
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use bevy::render::mesh::PrimitiveTopology;
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use bevy::render::render_asset::RenderAssetUsages;
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use bevy::sprite::{MaterialMesh2dBundle, Mesh2dHandle};
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use bevy::tasks::{AsyncComputeTaskPool, Task};
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use bevy::tasks::futures_lite::future;
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use crate::components::tilemap::{Chunk, TileMap, TileType};
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pub const CHUNK_SIZE: i32 = 64;
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pub const LOAD_RADIUS: i64 = 7;
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pub const SEED: u32 = 123123;
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pub const PLAYER_SPEED: f32 = 1000.0;
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pub const NOISE_SCALE: f64 = 0.02;
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pub const CAMERA_SCALE: f32 = 1.0;
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#[derive(Component)]
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pub struct ChunkLoadingTask(Task<(i64, i64, Chunk)>);
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pub(crate) fn chunk_loader_system(
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mut commands: Commands,
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mut tile_map: ResMut<TileMap>,
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camera_query: Query<&Transform, With<Camera>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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// Get the camera position
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let camera_transform = camera_query.single();
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@ -22,15 +32,20 @@ pub(crate) fn chunk_loader_system(
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let chunk_x = (camera_position.x / (CHUNK_SIZE as f32 * 2.0)).floor() as i64;
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let chunk_y = (camera_position.y / (CHUNK_SIZE as f32 * 2.0)).floor() as i64;
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let load_radius = 5; // Number of chunks to load around the camera
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// Load chunks within the radius of the camera position
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for x in (chunk_x - load_radius)..=(chunk_x + load_radius) {
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for y in (chunk_y - load_radius)..=(chunk_y + load_radius) {
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let task_pool = AsyncComputeTaskPool::get(); // Access the async compute task pool directly
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for x in (chunk_x - LOAD_RADIUS)..=(chunk_x + LOAD_RADIUS) {
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for y in (chunk_y - LOAD_RADIUS)..=(chunk_y + LOAD_RADIUS) {
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if !tile_map.chunks.contains_key(&(x, y)) {
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let mut new_chunk = Chunk::new((x, y));
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render_chunk(&mut new_chunk, &mut commands, &mut meshes, &mut materials);
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tile_map.chunks.insert((x, y), new_chunk);
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// Spawn a new async task to generate the chunk
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let task = task_pool.spawn(async move {
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let chunk = Chunk::new((x, y));
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(x, y, chunk)
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});
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commands.spawn(ChunkLoadingTask(task));
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}
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}
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}
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@ -39,7 +54,7 @@ pub(crate) fn chunk_loader_system(
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let chunks_to_unload: Vec<(i64, i64)> = tile_map
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.chunks
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.keys()
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.filter(|&&(x, y)| (x - chunk_x).abs() > load_radius || (y - chunk_y).abs() > load_radius)
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.filter(|&&(x, y)| (x - chunk_x).abs() > LOAD_RADIUS || (y - chunk_y).abs() > LOAD_RADIUS)
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.cloned()
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.collect();
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@ -51,6 +66,28 @@ pub(crate) fn chunk_loader_system(
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}
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}
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}
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pub(crate) fn poll_chunk_tasks(
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mut commands: Commands,
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mut tile_map: ResMut<TileMap>,
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mut tasks: Query<(Entity, &mut ChunkLoadingTask)>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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for (entity, mut task) in tasks.iter_mut() {
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if let Some((x, y, chunk)) = future::block_on(future::poll_once(&mut task.0)) {
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// The chunk loading is complete, insert the chunk into the map
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tile_map.chunks.insert((x, y), chunk);
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// Now render the chunk
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if let Some(mut chunk) = tile_map.chunks.get_mut(&(x, y)) {
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render_chunk(&mut chunk, &mut commands, &mut meshes, &mut materials);
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}
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// Despawn the task entity
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commands.entity(entity).despawn();
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}
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}
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}
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fn render_chunk(
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chunk: &mut Chunk,
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