Add a rendering system using temporary images #61

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CoCo_Sol merged 26 commits from renderer into main 2024-03-05 18:08:56 +00:00
2 changed files with 44 additions and 20 deletions
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@ -10,36 +10,46 @@ struct TilesOffset {
y: f32,
}
/// A plugin to render the map.
pub struct RendererPlugin;
impl Plugin for RendererPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, init_resources_for_rendering).add_systems(
Update,
render_map.run_if(in_state(crate::CurrentScene::Game)),
);
app.add_systems(Startup, init_resources_for_rendering)
.add_systems(
Update,
render_map.run_if(in_state(crate::CurrentScene::Game)),
);
}
}
impl Tile {
/// Returns the texture handle of the tile.
pub fn get_texture(&self, asset_server: &AssetServer) -> Handle<Image> {
fn get_texture(&self, asset_server: &AssetServer) -> Handle<Image> {
match self {
Tile::Grass => asset_server.load("tiles/grass.png"),
Tile::Forest => asset_server.load("tiles/grass.png"),
Tile::Hill => asset_server.load("tiles/grass.png"),
Tile::Hill => asset_server.load("tiles/hill.png"),
}
}
fn get_image_size(&self, target_size: Vec2) -> Vec2 {
let current_size = match self {
Tile::Grass => Vec2 { x: 1250.0, y: 1000.0 },
Tile::Forest => Vec2 { x: 1250.0, y: 1000.0 },
Tile::Hill => Vec2 { x: 1250.0, y: 1500.0 },
};
Vec2 {
x: target_size.x / current_size.x,
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Review

Add a TODO to tell it is temporary. I think we shoud make an image managment system to not hardcode this.

Add a TODO to tell it is temporary. I think we shoud make an image managment system to not hardcode this.
y: target_size.y / current_size.y,
}
}
}
/// Init resources related to the rendering of the map.
fn init_resources_for_rendering(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.insert_resource(TilesOffset {
x: 70.,
y: 40.,
})
fn init_resources_for_rendering(mut commands: Commands) {
commands.insert_resource(TilesOffset { x: 70., y: 40. })
}
/// Renders the map.
@ -47,23 +57,37 @@ fn render_map(
query: Query<(Entity, &TilePosition, &Tile), Changed<Tile>>,
mut commands: Commands,
asset_server: Res<AssetServer>,
mut tiles_offset: Res<TilesOffset>,
tiles_offset: Res<TilesOffset>,
) {
for (entity, position, tile) in query.iter() {
let texture = tile.get_texture(&*asset_server);
let mut entity = commands.entity(entity);
let pixel_position_ratio = position.to_pixel_coordinates();
let position_x = tiles_offset.x * pixel_position_ratio.x;
let position_y = tiles_offset.y * pixel_position_ratio.y;
commands.entity(entity).insert(SpriteBundle {
transform: Transform { translation: Vec3 {
let scale = tile.get_image_size(Vec2 {
x: 125.0,
y: 100.0,
});
entity.insert(SpriteBundle {
texture: texture.clone(),
..default()
}).insert(Transform {
translation: Vec3 {
x: position_x,
y: position_y,
z: -1.0 / (1.0 + (-position_y * 10_f64.powf(-5.0) as f32).exp()),
},
scale: Vec3 {x: 1./10., y: 1./10., z: 1.0}, ..Default::default()},
texture: tile.get_texture(&*asset_server),
..default()
scale: Vec3 {
x: scale.x,
y: scale.y,
z: 1.0,
},
..Default::default()
});
}
}
}