finally understand how to remap coordinates between LDtk and Bevy 😵💫
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ff9007c0f2
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2f727e403d
1 changed files with 92 additions and 76 deletions
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@ -6,7 +6,11 @@ use bevy::{
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prelude::*,
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prelude::*,
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window::PrimaryWindow,
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window::PrimaryWindow,
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};
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};
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use bevy_ecs_ldtk::{ldtk::NeighbourLevel, prelude::*};
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use bevy_ecs_ldtk::{
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ldtk::{NeighbourLevel, TileInstance},
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prelude::*,
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utils::int_grid_index_to_grid_coords,
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};
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use crate::{
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use crate::{
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asset_tracking::LoadResource, audio::music, demo::player::PlayerAssets, screens::Screen,
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asset_tracking::LoadResource, audio::music, demo::player::PlayerAssets, screens::Screen,
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@ -17,6 +21,7 @@ use super::player::Player;
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pub(super) fn plugin(app: &mut App) {
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pub(super) fn plugin(app: &mut App) {
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app.add_plugins(LdtkPlugin)
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app.add_plugins(LdtkPlugin)
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.insert_resource(LevelSelection::iid("d53f9950-c640-11ed-8430-4942c04951ff"))
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.insert_resource(LevelSelection::iid("d53f9950-c640-11ed-8430-4942c04951ff"))
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// .insert_resource(LevelSelection::iid("34f51d20-8990-11ee-b0d1-cfeb0e9e30f6"))
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.insert_resource(LdtkSettings {
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.insert_resource(LdtkSettings {
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level_spawn_behavior: LevelSpawnBehavior::UseWorldTranslation {
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level_spawn_behavior: LevelSpawnBehavior::UseWorldTranslation {
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load_level_neighbors: true,
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load_level_neighbors: true,
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@ -40,7 +45,8 @@ pub(super) fn plugin(app: &mut App) {
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level_selection_follow_player,
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level_selection_follow_player,
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cache_wall_locations,
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cache_wall_locations,
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pan_camera,
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pan_camera,
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),
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)
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.chain(),
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);
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);
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}
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}
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@ -64,6 +70,7 @@ impl FromWorld for LevelAssets {
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Self {
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Self {
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music: assets.load("audio/music/Fluffing A Duck.ogg"),
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music: assets.load("audio/music/Fluffing A Duck.ogg"),
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world: assets.load("levels/world.ldtk").into(),
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world: assets.load("levels/world.ldtk").into(),
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// world: assets.load("levels/tile-based-game.ldtk").into(),
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// world: assets.load("levels/collectathon.ldtk").into(),
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// world: assets.load("levels/collectathon.ldtk").into(),
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}
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}
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}
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}
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@ -97,11 +104,13 @@ fn translate_grid_coords_entities(
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// TODO: what is this used for? Why it doesn't work for a moving Player?
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// TODO: what is this used for? Why it doesn't work for a moving Player?
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for (mut transform, grid_coords) in grid_coords_entities.iter_mut() {
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for (mut transform, grid_coords) in grid_coords_entities.iter_mut() {
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info!("Changed GridCoords: {grid_coords:?}");
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info!("Changed GridCoords: {grid_coords:?}");
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info!("Previous traslation: {:?}", transform.translation);
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transform.translation = (bevy_ecs_ldtk::utils::grid_coords_to_translation(
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transform.translation = (bevy_ecs_ldtk::utils::grid_coords_to_translation(
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*grid_coords,
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*grid_coords,
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IVec2::splat(GRID_SIZE),
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IVec2::splat(GRID_SIZE),
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))
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))
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.extend(transform.translation.z);
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.extend(transform.translation.z);
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info!("Updated traslation: {:?}", transform.translation);
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}
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}
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}
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}
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@ -155,6 +164,8 @@ pub fn convert_neighbors(
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#[reflect(Resource)]
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#[reflect(Resource)]
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pub struct LevelWalls {
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pub struct LevelWalls {
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wall_locations: HashSet<GridCoords>,
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wall_locations: HashSet<GridCoords>,
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level_tile_pos_x: i32,
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level_tile_pos_y: i32,
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level_width: i32,
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level_width: i32,
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level_height: i32,
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level_height: i32,
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level_neighbours: HashMap<Direction, LevelIid>,
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level_neighbours: HashMap<Direction, LevelIid>,
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@ -177,18 +188,36 @@ impl LevelWalls {
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"map for a level that is x: {} by y: {}",
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"map for a level that is x: {} by y: {}",
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self.level_width, self.level_height
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self.level_width, self.level_height
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);
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);
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for y in (0..self.level_height) {
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info!("player pos: {:?}", player_pos);
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println!(
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"level world coordinates: x: {} y: {}",
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self.level_tile_pos_x, self.level_tile_pos_y
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);
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// FIXME: kwwp aligned with MultiLevelWalls.in_wall.translated_coords
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let player_translated_coords = GridCoords::new(
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player_pos.x - self.level_tile_pos_x,
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player_pos.y - (-self.level_tile_pos_y - self.level_height),
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);
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println!("Player absolute coords: {:?}", *player_pos);
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println!("Player relative coords: {player_translated_coords:?}");
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for y in (0..self.level_height).rev() {
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for x in 0..self.level_width {
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for x in 0..self.level_width {
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// let coords = GridCoords::new(x + self.level_tile_pos_x, y + self.level_tile_pos_y);
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let coords = GridCoords::new(x, y);
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let coords = GridCoords::new(x, y);
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if coords == *player_pos {
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if coords.x == 0 {
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print!("[X :{:03} Y: {:03}] ", coords.x, coords.y);
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}
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if coords == player_translated_coords {
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print!("@");
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print!("@");
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} else if self.in_wall(&coords) {
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} else if self.in_wall(&coords) {
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print!("X");
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print!("X");
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} else {
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} else {
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print!("_");
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print!("_");
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}
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}
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if coords.x == (self.level_width - 1) {
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println!("[X :{:03} Y: {:03}] ", coords.x, coords.y);
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}
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}
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}
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println!(" [y: {y:02}]");
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}
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}
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}
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}
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}
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}
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@ -201,7 +230,23 @@ pub struct MultiLevelWalls {
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impl MultiLevelWalls {
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impl MultiLevelWalls {
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pub fn in_wall(&self, level: &LevelIid, grid_coords: &GridCoords) -> bool {
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pub fn in_wall(&self, level: &LevelIid, grid_coords: &GridCoords) -> bool {
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self.cache[level].in_wall(grid_coords)
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let translated_coords = GridCoords::new(
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// FIXME: x seems to work, y... not so much.
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// Level UNDER the "zero level strip" by a level_height has:
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// level world coordinates: x: -16 y: 0
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// Player absolute coords: GridCoords { x: -8, y: -1 } y should be 15
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// Player relative coords: GridCoords { x: 8, y: -1 }
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// Level ABOVE the "zero level strip" by a level_height has:
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// level world coordinates: x: 32 y: -32
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// Player absolute coords: GridCoords { x: 42, y: 17 }
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// Player relative coords: GridCoords { x: 10, y: 17 } y should be 1
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// level world coordinates: x: 32 y: -16
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// Player absolute coords: GridCoords { x: 41, y: 16 }
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// Player relative coords: GridCoords { x: 9, y: 16 } y should be 0
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grid_coords.x - self.cache[level].level_tile_pos_x,
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grid_coords.y - (-self.cache[level].level_tile_pos_y - self.cache[level].level_height),
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);
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self.cache[level].in_wall(&translated_coords)
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}
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}
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pub fn debug_collisions(&self, level: &LevelIid, player_pos: &GridCoords) {
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pub fn debug_collisions(&self, level: &LevelIid, player_pos: &GridCoords) {
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if let Some(level) = self.cache.get(level) {
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if let Some(level) = self.cache.get(level) {
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@ -218,68 +263,27 @@ pub fn spawn_level(
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window: Single<&Window, With<PrimaryWindow>>,
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window: Single<&Window, With<PrimaryWindow>>,
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level_assets: Res<LevelAssets>,
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level_assets: Res<LevelAssets>,
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) {
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) {
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let half_size = window.size() / 2.0;
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// let half_size = window.size() / 2.0;
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commands.spawn((
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commands.spawn((
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Name::new("Ldtk level"),
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Name::new("Ldtk level"),
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StateScoped(Screen::Gameplay),
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StateScoped(Screen::Gameplay),
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LdtkWorldBundle {
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LdtkWorldBundle {
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ldtk_handle: level_assets.world.clone(),
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ldtk_handle: level_assets.world.clone(),
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transform: Transform::from_xyz(-half_size.x, half_size.y, 0.0),
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// transform: Transform::from_xyz(-half_size.x, half_size.y, 0.0),
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..Default::default()
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..Default::default()
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},
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},
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));
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));
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}
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}
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fn _old_cache_wall_locations(
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level_selection: Res<LevelSelection>,
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mut level_walls: ResMut<LevelWalls>,
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mut level_events: EventReader<LevelEvent>,
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walls: Query<&GridCoords, With<Wall>>,
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ldtk_project_entities: Query<&LdtkProjectHandle>,
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ldtk_project_assets: Res<Assets<LdtkProject>>,
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) -> Result {
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for level_event in level_events.read() {
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if let LevelEvent::Spawned(level_iid) = level_event {
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let ldtk_project = ldtk_project_assets
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.get(ldtk_project_entities.single()?)
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.expect("LdtkProject should be loaded when level is spawned");
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let level = ldtk_project
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.get_raw_level_by_iid(level_iid.get())
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.expect("spawned level should exist in project");
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let wall_locations = walls.iter().copied().collect();
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info!(
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"loading level of dimension x: {} by y: {}",
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level.px_wid, level.px_hei
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);
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let new_level_walls = LevelWalls {
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wall_locations,
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level_width: level.px_wid / GRID_SIZE,
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level_height: level.px_hei / GRID_SIZE,
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..Default::default()
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};
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*level_walls = new_level_walls;
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info!(
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"new level tile dimensions are x: {} y {}",
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level_walls.level_width, level_walls.level_height
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);
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level_walls.debug_collisions(&GridCoords::default());
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}
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}
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Ok(())
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}
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fn cache_wall_locations(
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fn cache_wall_locations(
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mut levels_wall_cache: ResMut<MultiLevelWalls>,
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mut levels_wall_cache: ResMut<MultiLevelWalls>,
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mut level_events: EventReader<LevelEvent>,
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mut level_events: EventReader<LevelEvent>,
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walls: Query<(&ChildOf, &GridCoords), With<Wall>>,
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ldtk_project_entities: Query<&LdtkProjectHandle>,
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ldtk_project_entities: Query<&LdtkProjectHandle>,
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ldtk_project_assets: Res<Assets<LdtkProject>>,
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ldtk_project_assets: Res<Assets<LdtkProject>>,
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) -> Result {
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) -> Result {
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let multi_level_walls = levels_wall_cache.into_inner();
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let multi_level_walls = levels_wall_cache.into_inner();
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let pippo: TileInstance = TileInstance::default();
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for level_event in level_events.read() {
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for level_event in level_events.read() {
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if let LevelEvent::Spawned(level_iid) = level_event {
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if let LevelEvent::Spawned(level_iid) = level_event {
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@ -291,47 +295,60 @@ fn cache_wall_locations(
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.expect("spawned level should exist in project");
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.expect("spawned level should exist in project");
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let mut wall_locations = HashSet::<GridCoords>::default();
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let mut wall_locations = HashSet::<GridCoords>::default();
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info!("current level neighbours: {:?}", level.neighbours);
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let mut last_coord: GridCoords = GridCoords::default();
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trace!("current level neighbours: {:?}", level.neighbours);
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trace!(
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"Level world coordinates: x [{}], y[{}]",
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level.world_x, level.world_y
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);
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let level_tile_pos_x = level.world_x / GRID_SIZE;
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let level_tile_pos_y = level.world_y / GRID_SIZE;
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let level_tile_width = level.px_wid / GRID_SIZE;
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trace!(
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"Level tile coordinates: x [{}], y[{}]",
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level_tile_pos_x, level_tile_pos_y
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);
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if let Some(layers) = level.layer_instances.clone() {
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if let Some(layers) = level.layer_instances.clone() {
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// info!("layers: {:?}", layers);
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// info!("layers: {:?}", layers);
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layers.iter().for_each(|field| {
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layers.iter().for_each(|field| {
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info!("Layer field: {:?}", field.identifier);
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info!("Layer field: {:?}", field.identifier);
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if field.identifier == "Walls" {
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if field.identifier == "Walls" {
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info!("Found walls layer: {:?}", field.int_grid_csv);
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info!("Found walls layer: {:?}", field.int_grid_csv);
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info!("Trying to format it");
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for (i, value) in field.int_grid_csv.iter().enumerate() {
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// FIXME: a .rev() here? It doesn't look necessary from what gets printed
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let gc = int_grid_index_to_grid_coords(
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// remember to fix the supposed "map dragging" too
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i,
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for y in (0..(level.px_hei / GRID_SIZE)) {
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(level.px_wid / GRID_SIZE) as u32,
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for x in (0..(level.px_wid / GRID_SIZE)) {
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(level.px_hei / GRID_SIZE) as u32,
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let index = (y * level.px_wid / GRID_SIZE + x) as usize;
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);
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if let Some(value) = field.int_grid_csv.get(index) {
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let Some(gc) = gc else {
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if *value == 1 {
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warn!("Invalid GridCoords for index {i}");
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print!("X");
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continue;
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wall_locations.insert(GridCoords::new(x, y));
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};
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} else {
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last_coord = GridCoords::new(gc.x, gc.y);
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print!("_");
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if last_coord.x == 0 {
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}
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print!("[X :{:03} Y: {:03}] ", last_coord.x, last_coord.y);
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}
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}
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if *value == 1 {
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print!("X");
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wall_locations.insert(last_coord);
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} else {
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print!("_");
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}
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if last_coord.x == (level_tile_width - 1) {
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println!(" [X :{:03} Y: {:03}]", last_coord.x, last_coord.y);
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}
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}
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println!(" [y: {y:02}]");
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}
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}
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}
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}
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});
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});
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}
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}
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// level.iter_fields().for_each(|field| {
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// info!("Field: {:?}", field);
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// });
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// let wall_locations = walls.iter().map(|e| e.1).copied().collect();
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info!(
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"loading level of dimension x: {} by y: {}",
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level.px_wid, level.px_hei
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);
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multi_level_walls.cache.insert(
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multi_level_walls.cache.insert(
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level_iid.clone(), // You'll need to clone the key since HashMap takes ownership
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level_iid.clone(), // You'll need to clone the key since HashMap takes ownership
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LevelWalls {
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LevelWalls {
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wall_locations,
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wall_locations,
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level_tile_pos_x,
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level_tile_pos_y,
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level_width: level.px_wid / GRID_SIZE,
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level_width: level.px_wid / GRID_SIZE,
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level_height: level.px_hei / GRID_SIZE,
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level_height: level.px_hei / GRID_SIZE,
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level_neighbours: convert_neighbors(&level.neighbours).unwrap_or_default(), // Convert neighbours to a HashMap
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level_neighbours: convert_neighbors(&level.neighbours).unwrap_or_default(), // Convert neighbours to a HashMap
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@ -344,7 +361,6 @@ fn cache_wall_locations(
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multi_level_walls.cache[level_iid].level_height,
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multi_level_walls.cache[level_iid].level_height,
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multi_level_walls.cache[level_iid].level_neighbours,
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multi_level_walls.cache[level_iid].level_neighbours,
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);
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);
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multi_level_walls.cache[level_iid].debug_collisions(&GridCoords::default());
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}
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}
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}
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}
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Ok(())
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Ok(())
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