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2 changed files with 76 additions and 3 deletions
67
docs/level-layout-doc.txt
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67
docs/level-layout-doc.txt
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@ -0,0 +1,67 @@
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Y ↑
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│ Bevy world ↑ LDtk-World ↓
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│ (Y increases upward) (increases downward)
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│
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│ -32 -16 0 16 32
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│ ┌────────────┬─────────────┬─────────────┬─────────────┐ │
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│ 32 │ │ │ L2 │ │-32│
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│ │ │ │ (top-lvl) │ │ │
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│ │ │ │ │ │ │
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│ ├────────────┼─────────────┼─────────────┼─────────────┤ │
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│ 16 │ │ L1 │ L0 │ L3 │-16│
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│ │ │ │ │ │ │
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│ │ │ │ (0,0) │ │ │
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│ ├────────────┼─────────────O─────────────┼─────────────┤ │
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│ 0 │ │ │ L4 │ │ 0 │
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│ │ │ │ │ │ │
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│ │ │ │ │ │ │
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│ ├────────────┴─────────────┴─────────────┴─────────────┤ │
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│ -16 │ L5 │ 16│
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│ │ (bottom-lvl) │ │
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│ │ │ │
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│ └──────────────────────────────────────────────────────┘ ↓
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│
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└───────────────────────────────────────────────────────────────► X →
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-32 -16 0 16 32
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```
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Legend
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──────
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• Each square = 16×16 tiles.
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• **Bevy Y** increases **upward** (↑).
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• **LDtk Y** (both world & inside level) increases **downward** (↓).
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Coordinate examples
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───────────────────
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Level L0 (at origin)
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LDtk world anchor (top-left) = (0, -16)
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Top-left corner in Bevy world = (0, 16)
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Level L1 (left of origin)
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LDtk world anchor = (-16, -16)
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Top-left corner in Bevy world = (-16, 16)
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Level L2 (above origin)
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LDtk world anchor = (0, -32 )
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Top-left corner in Bevy world = (0, 32)
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Level L3 (right origin)
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LDtk world anchor = (16, -16)
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Top-left corner in Bevy world = (16, -16)
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Level L4 (below L3)
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LDtk world anchor = (0, 16)
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Top-left corner in Bevy world = (0, -16)
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Level L5 (below L4, spanning 4 x levels)
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LDtk world anchor = (-32, 32)
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Top-left corner in Bevy world = (-32, -32)
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Player's world-based gridcoords need to be converted to the internal coordinates for a level (so we can match it with
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the cached walls HashMap).
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To convert between world and in-level coords:
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lX = wX - level_world_x
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lY = wY - (-level_world_y - level_height)
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@ -62,13 +62,14 @@ impl Default for MovementController {
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fn apply_movement(
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_time: Res<Time>,
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mut camera: Query<&mut Transform, With<Camera>>,
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movement_query: Query<&MovementController, With<Player>>,
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player_transform_query: Query<&Transform, With<Player>>,
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player_transform_query: Query<&GlobalTransform, With<Player>>,
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mut players: Query<&mut GridCoords, With<Player>>,
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level_selection: Res<LevelSelection>,
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// level_walls: Res<LevelWalls>,
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level_walls: Res<MultiLevelWalls>,
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) {
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) -> Result {
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let level_selection_iid = match level_selection.as_ref() {
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LevelSelection::Iid(iid) => iid,
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_ => panic!("level should be selected by iid"),
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@ -93,7 +94,7 @@ fn apply_movement(
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} else {
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// unrecognized intent, log a warning
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warn!("Unrecognized intent: {:?}", controller.intent);
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return;
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return Ok(());
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};
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info!("player old absolute coords: {:?}", player_abs_coords);
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let destination = *player_abs_coords + movement_direction;
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@ -107,12 +108,17 @@ fn apply_movement(
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player_transform_query.single()
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);
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// transform.translation += velocity.extend(0.0) * time.delta_secs();
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if let Ok(player_transform) = player_transform_query.single() {
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let mut camera_transform = camera.single_mut()?;
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camera_transform.translation = player_transform.translation();
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}
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} else {
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info!("SDENG!");
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}
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level_walls.debug_collisions(level_selection_iid, &player_abs_coords);
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}
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}
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Ok(())
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}
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#[derive(Component, Reflect)]
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