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basic.rs
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basic.rs
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use bevy::prelude::*;
use bevy_ecs_tilemap::prelude::*;
mod helpers;
fn startup(
mut commands: Commands,
asset_server: Res<AssetServer>,
#[cfg(all(not(feature = "atlas"), feature = "render"))] array_texture_loader: Res<
ArrayTextureLoader,
>,
) {
commands.spawn(Camera2dBundle::default());
let texture_handle: Handle<Image> = asset_server.load("tiles.png");
let map_size = TilemapSize { x: 32, y: 32 };
// Create a tilemap entity a little early.
// We want this entity early because we need to tell each tile which tilemap entity
// it is associated with. This is done with the TilemapId component on each tile.
// Eventually, we will insert the `TilemapBundle` bundle on the entity, which
// will contain various necessary components, such as `TileStorage`.
let tilemap_entity = commands.spawn_empty().id();
// To begin creating the map we will need a `TileStorage` component.
// This component is a grid of tile entities and is used to help keep track of individual
// tiles in the world. If you have multiple layers of tiles you would have a tilemap entity
// per layer, each with their own `TileStorage` component.
let mut tile_storage = TileStorage::empty(map_size);
// Spawn the elements of the tilemap.
// Alternatively, you can use helpers::filling::fill_tilemap.
for x in 0..map_size.x {
for y in 0..map_size.y {
let tile_pos = TilePos { x, y };
let tile_entity = commands
.spawn(TileBundle {
position: tile_pos,
tilemap_id: TilemapId(tilemap_entity),
..Default::default()
})
.id();
tile_storage.set(&tile_pos, tile_entity);
}
}
let tile_size = TilemapTileSize { x: 16.0, y: 16.0 };
let grid_size = tile_size.into();
let map_type = TilemapType::default();
commands.entity(tilemap_entity).insert(TilemapBundle {
grid_size,
map_type,
size: map_size,
storage: tile_storage,
texture: TilemapTexture::Single(texture_handle),
tile_size,
transform: get_tilemap_center_transform(&map_size, &grid_size, &map_type, 0.0),
..Default::default()
});
// Add atlas to array texture loader so it's preprocessed before we need to use it.
// Only used when the atlas feature is off and we are using array textures.
#[cfg(all(not(feature = "atlas"), feature = "render"))]
{
array_texture_loader.add(TilemapArrayTexture {
texture: TilemapTexture::Single(asset_server.load("tiles.png")),
tile_size,
..Default::default()
});
}
}
fn swap_texture_or_hide(
asset_server: Res<AssetServer>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut TilemapTexture, &mut Visibility)>,
) {
if keyboard_input.just_pressed(KeyCode::Space) {
let texture_a = TilemapTexture::Single(asset_server.load("tiles.png"));
let texture_b = TilemapTexture::Single(asset_server.load("tiles2.png"));
for (mut tilemap_tex, _) in &mut query {
if *tilemap_tex == texture_a {
*tilemap_tex = texture_b.clone();
} else {
*tilemap_tex = texture_a.clone();
}
}
}
if keyboard_input.just_pressed(KeyCode::KeyH) {
for (_, mut visibility) in &mut query {
*visibility = match *visibility {
Visibility::Inherited | Visibility::Visible => Visibility::Hidden,
Visibility::Hidden => Visibility::Visible,
};
}
}
}
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin{
primary_window: Some(Window {
title: String::from(
"Basic Example - Press Space to change Texture and H to show/hide tilemap.",
),
..Default::default()
}),
..default()
}).set(ImagePlugin::default_nearest()))
.add_plugins(TilemapPlugin)
.add_systems(Startup, startup)
.add_systems(Update, helpers::camera::movement)
.add_systems(Update, swap_texture_or_hide)
.run();
}