drop
This commit is contained in:
@@ -1,5 +1,8 @@
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use bevy::{image, prelude::*, reflect::DynamicTypePath};
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use std::collections::HashMap;
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use rand::Rng;
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use crate::{
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GameState,
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@@ -28,29 +31,45 @@ fn spawn_level(mut commands: Commands, models: Res<Assets<Gltf>>, gltf_assets: R
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let shapes = mesh_names.map(|mesh_name| {
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let collider: Vec<(Collider, Transform)> = match mesh_name {
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"corner_inside" => vec![(
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Collider::cuboid(1.0, 0.1, 1.0),
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Transform::from_xyz(0.0, 0.0, 0.0),
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)],
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"corner_outside" => vec![(
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Collider::cuboid(1.0, 0.1, 1.0),
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Transform::from_xyz(0.0, 0.0, 0.0),
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Collider::cuboid(0.2, 1.0, 0.2),
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Transform::from_xyz(1.0, 1.0, 1.0)
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.with_rotation(Quat::from_rotation_y(45.0_f32.to_radians())),
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)],
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"corner_outside" => vec![
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(
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Collider::cuboid(1.0, 1.0, 0.1),
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Transform::from_xyz(0.0, 1.0, -1.0),
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),
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(
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Collider::cuboid(1.0, 1.0, 0.1),
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Transform::from_xyz(-1.0, 1.0, 0.0)
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.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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],
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"wall" => vec![(
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Collider::cuboid(1.0, 1.0, 0.1),
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Transform::from_xyz(0.0, 0.5, -1.0),
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Transform::from_xyz(0.0, 1.0, -1.0),
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)],
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"door" => vec![(
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Collider::cuboid(1.0, 0.1, 1.0),
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Transform::from_xyz(0.0, 0.0, 0.0),
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Collider::cuboid(1.0, 1.0, 0.1),
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Transform::from_xyz(0.0, 1.0, -1.0),
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)],
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"round_door" => vec![(
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Collider::cuboid(1.0, 0.1, 1.0),
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Transform::from_xyz(0.0, 0.0, 0.0),
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)],
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"round_hole" => vec![(
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Collider::cuboid(1.0, 0.1, 1.0),
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Transform::from_xyz(0.0, 0.0, 0.0),
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Collider::cuboid(1.0, 1.0, 0.1),
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Transform::from_xyz(0.0, 1.0, -1.0),
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)],
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"round_hole" => vec![
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(
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Collider::cuboid(0.2, 1.0, 0.2),
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Transform::from_xyz(1.0, 1.0, -1.0)
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.with_rotation(Quat::from_rotation_y(45.0_f32.to_radians())),
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),
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(
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Collider::cuboid(0.2, 1.0, 0.2),
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Transform::from_xyz(-1.0, 1.0, -1.0)
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.with_rotation(Quat::from_rotation_y(45.0_f32.to_radians())),
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),
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],
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_ => vec![(
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Collider::cuboid(1.0, 0.1, 1.0),
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Transform::from_xyz(0.0, 0.0, 0.0),
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@@ -78,31 +97,7 @@ fn spawn_level(mut commands: Commands, models: Res<Assets<Gltf>>, gltf_assets: R
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door,
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round_door,
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round_hole,
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] = shapes;
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for i in 0..30 {
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commands
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.spawn((
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wall.0.clone(),
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Transform::from_xyz(i as f32 * 2.0, 0.0, 0.0),
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))
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.with_children(|parent| {
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for ele in wall.1.clone() {
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parent.spawn((RigidBody::Fixed, ele.0, ele.1));
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}
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});
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commands
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.spawn((
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wall.0.clone(),
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Transform::from_xyz(i as f32 * 2.0, 0.0, 0.0)
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.with_rotation(Quat::from_rotation_y(std::f32::consts::PI)),
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))
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.with_children(|parent| {
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for ele in wall.1.clone() {
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parent.spawn((RigidBody::Fixed, ele.0, ele.1));
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}
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});
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}
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] = shapes.clone();
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// huge floor
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commands.spawn((
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@@ -110,11 +105,422 @@ fn spawn_level(mut commands: Commands, models: Res<Assets<Gltf>>, gltf_assets: R
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Collider::cuboid(1000.0, 0.1, 1000.0),
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Transform::from_xyz(-500.0, 0.0, -500.0),
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));
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commands.spawn((
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RigidBody::Fixed,
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Collider::cuboid(1000.0, 0.1, 1000.0),
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Transform::from_xyz(-500.0, 3.0, -500.0),
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));
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// huge roof
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// commands.spawn((
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// RigidBody::Fixed,
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// Collider::cuboid(1000.0, 0.1, 1000.0),
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// Transform::from_xyz(-500.0, 3.0, -500.0),
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// ));
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// let map = GameMap::test();
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let map = GameMap::new(100);
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map.print_map();
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for ((x, z), node) in map.nodes.into_iter() {
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let values = {
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// corners are handled later, for now just a wall to test
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let node = node.clone();
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let pos = Transform::from_xyz(2.0 * x as f32, 0.0, -2.0 * z as f32);
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use Side::{Closed, Connection};
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match (node.north, node.east, node.south, node.west) {
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// hallway horizontal
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(Closed, Connection, Closed, Connection) => {
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vec![
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(wall.clone(), pos),
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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]
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}
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// hallway vertical
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(Connection, Closed, Connection, Closed) => {
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vec![
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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]
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}
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// dead ends
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(Connection, Closed, Closed, Closed) => {
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vec![
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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round_door.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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]
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}
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(Closed, Closed, Connection, Closed) => {
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vec![
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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round_door.clone(),
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pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians())),
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),
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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]
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}
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(Closed, Connection, Closed, Closed) => {
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vec![
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(wall.clone(), pos),
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(
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round_door.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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]
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}
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(Closed, Closed, Closed, Connection) => {
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vec![
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(wall.clone(), pos),
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(
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round_door.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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]
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}
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// T hallways
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(Closed, Connection, Connection, Connection) => {
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vec![
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(wall.clone(), pos),
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(
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round_hole.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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]
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}
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(Connection, Closed, Connection, Connection) => {
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vec![
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(
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round_hole.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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]
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}
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(Connection, Connection, Closed, Connection) => {
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vec![
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(round_hole.clone(), pos),
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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]
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}
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(Connection, Connection, Connection, Closed) => {
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vec![
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(
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wall.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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round_hole.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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]
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}
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// fourway
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(Connection, Connection, Connection, Connection) => {
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vec![
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(
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corner_inside.clone(),
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pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians())),
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),
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(
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corner_inside.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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corner_inside.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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(
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corner_inside.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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]
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}
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// corners
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(Connection, Connection, Closed, Closed) => {
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vec![
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(
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corner_outside.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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(
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corner_inside.clone(),
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pos.with_rotation(Quat::from_rotation_y(90.0_f32.to_radians())),
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),
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]
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}
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(Closed, Connection, Connection, Closed) => {
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vec![
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(
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corner_outside.clone(),
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pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians())),
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),
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(
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corner_inside.clone(),
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pos.with_rotation(Quat::from_rotation_y(0.0_f32.to_radians())),
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),
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]
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}
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(Closed, Closed, Connection, Connection) => {
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vec![
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(
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corner_outside.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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(
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corner_inside.clone(),
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pos.with_rotation(Quat::from_rotation_y(270.0_f32.to_radians())),
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),
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]
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}
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(Connection, Closed, Closed, Connection) => {
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vec![
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(
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corner_outside.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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(
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corner_inside.clone(),
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pos.with_rotation(Quat::from_rotation_y(180.0_f32.to_radians())),
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),
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]
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}
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_ => vec![],
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}
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};
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for ((scene_root, colliders), pos) in values {
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commands
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.spawn((RigidBody::Fixed, scene_root, pos))
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.with_children(|parent| {
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for (collider, transform) in colliders {
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parent.spawn((collider, transform));
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}
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});
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}
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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enum Side {
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Empty,
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Connection,
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Closed,
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}
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#[derive(Clone, Debug)]
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struct MapNode {
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north: Side,
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south: Side,
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east: Side,
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west: Side,
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collapsed: bool,
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}
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impl MapNode {
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fn new() -> Self {
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MapNode {
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north: Side::Empty,
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south: Side::Empty,
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east: Side::Empty,
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west: Side::Empty,
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collapsed: false,
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}
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}
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}
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struct GameMap {
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nodes: HashMap<(i32, i32), MapNode>,
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max_nodes: i32,
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}
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impl GameMap {
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fn new(max_nodes: i32) -> Self {
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let mut nodes = HashMap::new();
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let mut start_node = MapNode::new();
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start_node.north = Side::Connection;
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start_node.south = Side::Connection;
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start_node.east = Side::Connection;
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start_node.west = Side::Connection;
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nodes.insert((0, 0), start_node);
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let mut m = GameMap { nodes, max_nodes };
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m.generate_map();
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m
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}
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fn test() -> Self {
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let mut nodes = HashMap::new();
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let mut wall_node0 = MapNode::new();
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wall_node0.north = Side::Connection;
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wall_node0.south = Side::Closed;
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wall_node0.east = Side::Closed;
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wall_node0.west = Side::Closed;
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nodes.insert((0, -1), wall_node0);
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let mut wall_node1 = MapNode::new();
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wall_node1.north = Side::Connection;
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wall_node1.south = Side::Connection;
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wall_node1.east = Side::Connection;
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wall_node1.west = Side::Closed;
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nodes.insert((0, 0), wall_node1);
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let mut wall_node2 = MapNode::new();
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wall_node2.north = Side::Connection;
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wall_node2.south = Side::Connection;
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wall_node2.east = Side::Closed;
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wall_node2.west = Side::Connection;
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nodes.insert((0, 1), wall_node2);
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let mut corner_node = MapNode::new();
|
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corner_node.south = Side::Connection;
|
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corner_node.east = Side::Connection;
|
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corner_node.north = Side::Closed;
|
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corner_node.west = Side::Closed;
|
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nodes.insert((0, 2), corner_node);
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let mut wall_node3 = MapNode::new();
|
||||
wall_node3.west = Side::Connection;
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wall_node3.east = Side::Connection;
|
||||
wall_node3.north = Side::Closed;
|
||||
wall_node3.south = Side::Connection;
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nodes.insert((1, 2), wall_node3);
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let mut wall_node4 = MapNode::new();
|
||||
wall_node4.west = Side::Connection;
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||||
wall_node4.east = Side::Connection;
|
||||
wall_node4.north = Side::Connection;
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||||
wall_node4.south = Side::Closed;
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nodes.insert((2, 2), wall_node4);
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||||
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||||
let mut wall_node5 = MapNode::new();
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||||
wall_node5.west = Side::Connection;
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||||
wall_node5.east = Side::Closed;
|
||||
wall_node5.north = Side::Closed;
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||||
wall_node5.south = Side::Connection;
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||||
nodes.insert((3, 2), wall_node5);
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||||
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||||
GameMap {
|
||||
nodes,
|
||||
max_nodes: 7,
|
||||
}
|
||||
}
|
||||
|
||||
fn generate_map(&mut self) {
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||||
self.create_node(&(0, 1)); // North
|
||||
// self.create_node(&(0, -1)); // South
|
||||
// self.create_node(&(1, 0)); // East
|
||||
// self.create_node(&(-1, 0)); // West
|
||||
}
|
||||
|
||||
fn choose_side(&self) -> Side {
|
||||
if self.nodes.len() > self.max_nodes as usize {
|
||||
Side::Closed
|
||||
} else {
|
||||
if rand::rng().random_bool(0.5) {
|
||||
Side::Connection
|
||||
} else {
|
||||
Side::Closed
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn create_node(&mut self, idx: &(i32, i32)) {
|
||||
let mut nodes_to_process = vec![*idx];
|
||||
let mut nodes_created = 0;
|
||||
|
||||
while let Some(current_idx) = nodes_to_process.pop() {
|
||||
if self.nodes.contains_key(¤t_idx) {
|
||||
continue;
|
||||
}
|
||||
|
||||
let (x, y) = current_idx;
|
||||
let mut new_node = MapNode::new();
|
||||
|
||||
let north = self.nodes.get(&(x, y + 1));
|
||||
let south = self.nodes.get(&(x, y - 1));
|
||||
let east = self.nodes.get(&(x + 1, y));
|
||||
let west = self.nodes.get(&(x - 1, y));
|
||||
|
||||
new_node.north = north.map_or_else(|| self.choose_side(), |n| n.south);
|
||||
new_node.south = south.map_or_else(|| self.choose_side(), |s| s.north);
|
||||
new_node.east = east.map_or_else(|| self.choose_side(), |e| e.west);
|
||||
new_node.west = west.map_or_else(|| self.choose_side(), |w| w.east);
|
||||
|
||||
if new_node.north == Side::Connection && !self.nodes.contains_key(&(x, y + 1)) {
|
||||
nodes_to_process.push((x, y + 1));
|
||||
}
|
||||
if new_node.south == Side::Connection && !self.nodes.contains_key(&(x, y - 1)) {
|
||||
nodes_to_process.push((x, y - 1));
|
||||
}
|
||||
if new_node.east == Side::Connection && !self.nodes.contains_key(&(x + 1, y)) {
|
||||
nodes_to_process.push((x + 1, y));
|
||||
}
|
||||
if new_node.west == Side::Connection && !self.nodes.contains_key(&(x - 1, y)) {
|
||||
nodes_to_process.push((x - 1, y));
|
||||
}
|
||||
|
||||
self.nodes.insert(current_idx, new_node);
|
||||
nodes_created += 1;
|
||||
}
|
||||
}
|
||||
|
||||
fn print_map(&self) {
|
||||
let mut min_x = 0;
|
||||
let mut max_x = 0;
|
||||
let mut min_y = 0;
|
||||
let mut max_y = 0;
|
||||
|
||||
for &(x, y) in self.nodes.keys() {
|
||||
min_x = min_x.min(x);
|
||||
max_x = max_x.max(x);
|
||||
min_y = min_y.min(y);
|
||||
max_y = max_y.max(y);
|
||||
}
|
||||
|
||||
for y in (min_y..=max_y).rev() {
|
||||
for x in min_x..=max_x {
|
||||
match self.nodes.get(&(x, y)) {
|
||||
Some(node) => print!("[+]"),
|
||||
None => print!(" "),
|
||||
}
|
||||
}
|
||||
println!();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn spawn_objects(
|
||||
@@ -156,14 +562,13 @@ fn spawn_objects(
|
||||
Transform::from_xyz(0.0, 2.0, 2.0),
|
||||
Interact,
|
||||
RigidBody::Dynamic,
|
||||
Name::new("Id Card"),
|
||||
Name::new("Id Card 1"),
|
||||
Visibility::Visible,
|
||||
ItemIcon::new(image_assets.id_card.clone()),
|
||||
SceneRoot(asset.clone()),
|
||||
))
|
||||
.with_children(|parent| {
|
||||
parent.spawn((
|
||||
Visibility::Inherited,
|
||||
ColliderMassProperties::Mass(10.0),
|
||||
Collider::cuboid(0.05, 0.05, 0.01),
|
||||
Transform::from_rotation(Quat::from_euler(
|
||||
@@ -174,7 +579,6 @@ fn spawn_objects(
|
||||
)),
|
||||
));
|
||||
parent.spawn((
|
||||
Visibility::Inherited,
|
||||
ActiveEvents::COLLISION_EVENTS,
|
||||
Transform::default(),
|
||||
Collider::ball(0.5), // Interaction radius
|
||||
|
||||
Reference in New Issue
Block a user