feat: camera boundaries
parent
7e127948ac
commit
a8a0afcbeb
10
src/game.rs
10
src/game.rs
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@ -8,7 +8,7 @@ use crate::{
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};
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use self::{
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camera::{CameraFollow, GameCameraPlugin},
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camera::{CameraFollow, GameCameraPlugin, WORLD_WIDTH},
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kinematic::KinematicPlugin,
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player::PlayerPlugin,
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};
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@ -27,9 +27,9 @@ pub fn init() {
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.add_plugin(KinematicPlugin)
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.add_plugin(GameCameraPlugin)
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.add_plugin(Terrain2DPlugin)
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// .add_plugin(PlayerPlugin)
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.add_plugin(PlayerPlugin)
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.add_startup_system(setup_debug_terrain)
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.add_startup_system(setup_debug_camera)
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// .add_startup_system(setup_debug_camera)
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.add_system(debug_controls)
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.run();
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}
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@ -57,8 +57,8 @@ fn setup_debug_camera(mut commands: Commands) {
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fn setup_debug_terrain(mut terrain: ResMut<Terrain2D>) {
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let terrain_gen = TerrainGen2D::new(432678);
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for y in 0..(512 / Chunk2D::SIZE_Y as i32) {
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for x in 0..(512 / Chunk2D::SIZE_X as i32) {
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for y in 0..(WORLD_WIDTH / Chunk2D::SIZE_Y as i32) {
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for x in 0..(WORLD_WIDTH / Chunk2D::SIZE_X as i32) {
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let position = Vector2I { x, y };
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terrain.add_chunk(position, terrain_gen.gen_chunk(&position));
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}
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@ -6,6 +6,8 @@ use bevy_inspector_egui::{Inspectable, RegisterInspectable};
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use crate::util::{move_towards_vec3, vec3_lerp};
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pub const WORLD_WIDTH: i32 = 512;
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pub struct GameCameraPlugin;
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impl Plugin for GameCameraPlugin {
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@ -41,8 +43,9 @@ fn camera_setup(mut commands: Commands) {
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Name::new("Camera"),
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Camera2dBundle {
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projection: OrthographicProjection {
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scaling_mode: ScalingMode::FixedHorizontal(512.0),
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window_origin: WindowOrigin::BottomLeft,
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scaling_mode: ScalingMode::FixedHorizontal(WORLD_WIDTH as f32),
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window_origin: WindowOrigin::Center,
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scale: 0.5,
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..default()
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},
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camera_2d: Camera2d {
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@ -57,7 +60,7 @@ fn camera_setup(mut commands: Commands) {
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fn camera_system(
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time: Res<Time>,
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mut camera_query: Query<&mut Transform, With<Camera2d>>,
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mut camera_query: Query<(&mut Transform, &OrthographicProjection), With<Camera2d>>,
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follow_query: Query<(&Transform, &CameraFollow), Without<Camera2d>>,
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) {
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let (target, follow) = match follow_query
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@ -68,25 +71,41 @@ fn camera_system(
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None => return,
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};
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for mut camera_transform in camera_query.iter_mut() {
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// let offset = Vec3::new(WORLD_WIDTH as f32 / 2.0, 0.0, 999.9);
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for (mut camera_transform, projection) in camera_query.iter_mut() {
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let left_limit = 0.0;
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let right_limit = WORLD_WIDTH as f32;
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let offset = Vec3::new(0.0, 0.0, 999.9);
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match follow.movement {
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FollowMovement::Instant => {
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camera_transform.translation = target.translation * Vec3::new(0.0, 1.0, 1.0)
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camera_transform.translation = target.translation + offset;
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}
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FollowMovement::Linear(speed) => {
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camera_transform.translation = move_towards_vec3(
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camera_transform.translation,
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target.translation * Vec3::new(0.0, 1.0, 1.0),
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target.translation + offset,
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speed * time.delta_seconds(),
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)
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);
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}
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FollowMovement::Smooth(speed) => {
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camera_transform.translation = vec3_lerp(
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camera_transform.translation,
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target.translation * Vec3::new(0.0, 1.0, 1.0),
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target.translation + offset,
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speed * time.delta_seconds(),
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)
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);
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}
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}
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let camera_x = camera_transform.translation.x;
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camera_transform.translation += Vec3::new(
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(left_limit - (projection.left * projection.scale + camera_x)).max(0.0),
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0.0,
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0.0,
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);
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let camera_x = camera_transform.translation.x;
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camera_transform.translation += Vec3::new(
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(right_limit - (projection.right * projection.scale + camera_x)).min(0.0),
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0.0,
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0.0,
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);
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}
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}
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@ -43,7 +43,7 @@ pub fn player_system(
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};
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kinematic_input.movement = movement;
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kinematic_input.want_jump = input.just_pressed(KeyCode::Space)
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kinematic_input.want_jump = input.pressed(KeyCode::Space)
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}
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fn input_to_axis(negative: bool, positive: bool) -> f32 {
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@ -59,8 +59,10 @@ fn input_to_axis(negative: bool, positive: bool) -> f32 {
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pub fn player_spawn(mut commands: Commands) {
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let kinematic = KinematicBundle {
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collider: Collider::cuboid(8.0, 16.0),
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transform: TransformBundle::default(),
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collider: Collider::round_cuboid(4.0, 8.0, 1.0),
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transform: TransformBundle::from_transform(Transform::from_translation(Vec3::new(
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256.0, 128.0, 0.0,
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))),
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..default()
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};
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@ -70,7 +72,7 @@ pub fn player_spawn(mut commands: Commands) {
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.insert(SpriteBundle {
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sprite: Sprite {
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color: Color::rgb(0.75, 0.25, 0.25),
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custom_size: Some(Vec2 { x: 16.0, y: 32.0 }),
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custom_size: Some(Vec2 { x: 8.0, y: 16.0 }),
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..default()
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},
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..default()
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@ -81,7 +83,7 @@ pub fn player_spawn(mut commands: Commands) {
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})
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.insert(KinematicInput::default())
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.insert(CameraFollow {
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priority: 0,
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priority: 1,
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movement: FollowMovement::Smooth(7.0),
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});
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}
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@ -17,7 +17,8 @@ type Island = VecDeque<Segment2I>;
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lazy_static! {
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pub static ref COLOR_MAP: HashMap<TexelID, [u8; 4]> = {
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let mut map = HashMap::new();
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map.insert(0, [0x03, 0x03, 0x03, 0xff]);
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map.insert(0, [0x00, 0x00, 0x00, 0x00]);
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// map.insert(0, [0x03, 0x03, 0x03, 0xff]);
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// map.insert(1, [0x47, 0x8e, 0x48, 0xff]);
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map.insert(1, [0x9e, 0x7f, 0x63, 0xff]);
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map.insert(2, [0x38, 0x32, 0x2d, 0xff]);
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