generated from tipragot/rust
Add a rendering system using temporary images #61
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@ -18,9 +18,9 @@ impl Plugin for RendererPlugin {
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}
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}
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/// The offset between the center of the tiles in the map.
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/// The gap between the center of the tiles in the map.
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#[derive(Resource)]
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struct TilesOffset(Vec2);
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struct TilesGap(Vec2);
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/// The size of the tiles in the map.
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#[derive(Resource, Clone, Copy)]
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@ -54,7 +54,7 @@ impl Tile {
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/// Init resources related to the rendering of the map.
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fn init_resources_for_rendering(mut commands: Commands) {
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commands.insert_resource(TilesOffset(Vec2 { x: 70., y: 40. }));
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commands.insert_resource(TilesGap(Vec2 { x: 70., y: 40. }));
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commands.insert_resource(TilesSize(Vec2 { x: 125., y: 100. }))
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}
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@ -63,13 +63,13 @@ fn render_map(
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query: Query<(Entity, &TilePosition, &Tile), Changed<Tile>>,
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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tiles_offset: Res<TilesOffset>,
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tiles_gap: Res<TilesGap>,
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tiles_size: Res<TilesSize>,
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) {
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for (entity, position, tile) in query.iter() {
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let texture = tile.get_texture(&asset_server);
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let translation_2d = tiles_offset.0 * position.to_pixel_coordinates();
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let translation_2d = tiles_gap.0 * position.to_pixel_coordinates();
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let translation = Vec3::new(
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translation_2d.x,
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translation_2d.y,
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