level resource

This commit is contained in:
AmadeusWM
2025-04-06 20:23:05 +02:00
parent 65702777d7
commit 6d4c4d453f

View File

@@ -14,7 +14,7 @@ use crate::{
pub fn map_plugin(app: &mut App) {
app.add_systems(
OnEnter(GameState::Playing),
(spawn_level, spawn_objects).chain(),
(spawn_level, spawn_objects, spawn_doors).chain(),
);
}
@@ -120,15 +120,15 @@ fn spawn_level(
// ));
// let map = GameMap::test();
let maps = create_maps(3);
let levels = create_levels(3);
for map in maps {
for ((x, z), node) in map.nodes.into_iter() {
for level in &levels {
for ((x, z), node) in level.nodes.iter() {
let values = {
// corners are handled later, for now just a wall to test
let node = node.clone();
let pos = Transform::from_xyz(2.0*x as f32, 0.0, -2.0*z as f32);
let pos = Transform::from_xyz(2.0*(*x) as f32, 0.0, -2.0*(*z) as f32);
use Side::{Connection, Closed};
match (node.north, node.east, node.south, node.west) {
// hallway horizontal
@@ -249,19 +249,20 @@ fn spawn_level(
});
}
}
let (x,z) = map.end_node;
let (x,z) = level.end_node;
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(1.0, 20.0, 1.0))),
MeshMaterial3d(materials.add(Color::srgb_u8(255, 0, 0))),
Transform::from_xyz(2.0*x as f32, 0.5, -2.0*z as f32),
));
}
commands.insert_resource(GameLevels {levels});
}
fn create_maps(n: i32) -> Vec<GameMap> {
fn create_levels(n: i32) -> Vec<GameLevel> {
let mut maps = Vec::new();
let mut initial_node = MapNode::new();
let mut initial_node = LevelNode::new();
initial_node.east = Side::Closed;
initial_node.south = Side::Closed;
initial_node.west = Side::Closed;
@@ -269,7 +270,7 @@ fn create_maps(n: i32) -> Vec<GameMap> {
let pos = (0, 0);
let map = GameMap::new(pos, initial_node.clone(), 5);
let map = GameLevel::new(pos, initial_node.clone(), 5);
maps.push(map);
@@ -277,7 +278,7 @@ fn create_maps(n: i32) -> Vec<GameMap> {
let map = maps.last().unwrap();
let mut pos = map.end_node.clone();
let mut next_node = MapNode::new();
let mut next_node = LevelNode::new();
next_node.east = Side::Connection;
next_node.south = Side::Connection;
next_node.west = Side::Connection;
@@ -294,7 +295,7 @@ fn create_maps(n: i32) -> Vec<GameMap> {
}
initial_node = next_node;
let map = GameMap::new(pos, initial_node.clone(), 5);
let map = GameLevel::new(pos, initial_node.clone(), 5);
maps.push(map);
}
@@ -309,16 +310,16 @@ enum Side {
}
#[derive(Clone, Debug)]
struct MapNode {
struct LevelNode {
north: Side,
south: Side,
east: Side,
west: Side,
}
impl MapNode {
impl LevelNode {
fn new() -> Self {
MapNode {
LevelNode {
north: Side::Empty,
south: Side::Empty,
east: Side::Empty,
@@ -327,18 +328,23 @@ impl MapNode {
}
}
struct GameMap {
nodes: HashMap<(i32, i32), MapNode>,
#[derive(Resource)]
struct GameLevels {
pub levels: Vec<GameLevel>
}
struct GameLevel {
nodes: HashMap<(i32, i32), LevelNode>,
end_node: (i32, i32),
grid_size: i32,
initial_point: (i32, i32)
}
impl GameMap {
fn new(initial_point: (i32, i32), node: MapNode, grid_size: i32) -> Self {
impl GameLevel {
fn new(initial_point: (i32, i32), node: LevelNode, grid_size: i32) -> Self {
let mut nodes = HashMap::new();
nodes.insert(initial_point, node);
let mut m = GameMap { initial_point, nodes, grid_size, end_node: initial_point};
let mut m = GameLevel { initial_point, nodes, grid_size, end_node: initial_point};
m.generate_map();
m
}
@@ -367,7 +373,7 @@ impl GameMap {
}
}
fn ensure_connection(&self, node: &mut MapNode, (x, y): (i32, i32)) {
fn ensure_connection(&self, node: &mut LevelNode, (x, y): (i32, i32)) {
let am_connections = (node.north == Side::Connection) as u8 +
(node.south == Side::Connection) as u8 +
(node.east == Side::Connection) as u8 +
@@ -398,7 +404,7 @@ impl GameMap {
}
let (x, y) = current_idx;
let mut new_node = MapNode::new();
let mut new_node = LevelNode::new();
if x >= self.end_node.0 && y >= self.end_node.1 {
self.end_node = (x, y);
@@ -473,7 +479,6 @@ fn spawn_objects(
gltf_assets: Res<GltfAssets>,
image_assets: Res<ImageAssets>,
) {
// id card
let card = models.get(&gltf_assets.card).unwrap();
let asset = card.default_scene.as_ref().unwrap();
@@ -507,3 +512,57 @@ fn spawn_objects(
));
});
}
fn spawn_doors(
mut commands: Commands,
levels: Res<GameLevels>,
models: Res<Assets<Gltf>>,
gltf_assets: Res<GltfAssets>
){
let collider: Vec<(Collider, Transform)> = vec![(
Collider::cuboid(1.0, 1.0, 0.1),
Transform::from_xyz(0.0, 1.0, -1.0),
)];
let path = format!("meshes/library/space_round_door.glb", );
let handle = gltf_assets
.library
.get(&path)
.unwrap();
let gltf = models
.get(handle)
.unwrap();
let asset = gltf
.default_scene
.as_ref()
.unwrap();
let scene_root = SceneRoot(asset.clone());
for level in levels.levels.iter() {
let (x, z) = level.end_node;
if x <= z {
commands.spawn((
RigidBody::Fixed,
Transform::from_xyz(2.0 * x as f32, 0.0, -2.0 * z as f32)
.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
scene_root.clone(),
)).with_children(|parent| {
for (collider, transform) in collider.clone() {
parent.spawn((collider, transform));
}
});
} else {
commands.spawn((
RigidBody::Dynamic,
Transform::from_xyz(2.0 * x as f32, 0.0, -2.0 * z as f32),
scene_root.clone(),
)).with_children(|parent| {
for (collider, transform) in collider.clone() {
parent.spawn((collider, transform));
}
});
}
}
}