feat(floor): create floor module

This commit is contained in:
Kristofers Solo 2024-12-13 18:48:02 +02:00
parent 72b16dc8bb
commit 3770dcd395
19 changed files with 256 additions and 148 deletions

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@ -1,5 +1,6 @@
use crate::{
maze::{events::RecreateMazeEvent, MazeConfig, MazePluginLoaded},
floor::components::{CurrentFloor, Floor},
maze::{components::MazeConfig, events::RecreateMazeEvent, GlobalMazeConfig, MazePluginLoaded},
player::events::RespawnPlayer,
};
use bevy::{prelude::*, window::PrimaryWindow};
@ -22,11 +23,18 @@ pub(crate) fn maze_controls_ui(world: &mut World) {
else {
return;
};
let mut egui_context = egui_context.clone();
let Ok((mut maze_config, floor)) = world
.query_filtered::<(&mut MazeConfig, &Floor), With<CurrentFloor>>()
.get_single(world)
else {
return;
};
let mut maze_config = (*maze_config).clone();
egui::Window::new("Maze Controls").show(egui_context.get_mut(), |ui| {
if let Some(mut maze_config) = world.get_resource_mut::<MazeConfig>() {
if let Some(mut global_config) = world.get_resource_mut::<GlobalMazeConfig>() {
let mut changed = false;
ui.heading("Maze Configuration");
@ -34,11 +42,11 @@ pub(crate) fn maze_controls_ui(world: &mut World) {
changed |= add_drag_value_control(ui, "Radius:", &mut maze_config.radius, 1.0, 1..=100);
changed |=
add_drag_value_control(ui, "Height:", &mut maze_config.height, 0.5, 1.0..=50.0);
add_drag_value_control(ui, "Height:", &mut global_config.height, 0.5, 1.0..=50.0);
changed |= add_drag_value_control(
ui,
"Hex Size:",
&mut maze_config.hex_size,
&mut global_config.hex_size,
1.0,
1.0..=100.0,
);
@ -50,11 +58,19 @@ pub(crate) fn maze_controls_ui(world: &mut World) {
// Trigger recreation if any value changed
if changed {
maze_config.update();
maze_config.update(&global_config);
if let Ok(mut actual_maze_config) = world
.query_filtered::<&mut MazeConfig, With<CurrentFloor>>()
.get_single_mut(world)
{
*actual_maze_config = maze_config;
}
if let Some(mut event_writer) =
world.get_resource_mut::<Events<RecreateMazeEvent>>()
{
event_writer.send(RecreateMazeEvent { floor: 1 });
event_writer.send(RecreateMazeEvent { floor: floor.0 });
}
if let Some(mut event_writer) = world.get_resource_mut::<Events<RespawnPlayer>>() {
event_writer.send(RespawnPlayer);

19
src/floor/components.rs Normal file
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@ -0,0 +1,19 @@
use bevy::prelude::*;
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct Floor(pub u8);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct TargetFloor(pub u8);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct CurrentFloor;
impl Default for Floor {
fn default() -> Self {
Self(1)
}
}

5
src/floor/mod.rs Normal file
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@ -0,0 +1,5 @@
use bevy::prelude::*;
pub mod components;
pub(super) fn plugin(app: &mut App) {}

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@ -2,8 +2,9 @@ mod asset_tracking;
pub mod audio;
#[cfg(feature = "dev")]
mod dev_tools;
mod maze;
mod player;
pub mod floor;
pub mod maze;
pub mod player;
mod screens;
pub mod theme;

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@ -1,4 +1,4 @@
use super::MazeConfig;
use super::resources::GlobalMazeConfig;
use bevy::prelude::*;
use std::f32::consts::FRAC_PI_2;
@ -17,13 +17,16 @@ impl MazeAssets {
pub(crate) fn new(
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &MazeConfig,
global_config: &GlobalMazeConfig,
) -> MazeAssets {
MazeAssets {
hex_mesh: meshes.add(generate_hex_mesh(config.hex_size, config.height)),
hex_mesh: meshes.add(generate_hex_mesh(
global_config.hex_size,
global_config.height,
)),
wall_mesh: meshes.add(generate_square_mesh(
config.hex_size + config.wall_size() / WALL_OVERLAP_MODIFIER,
config.wall_size(),
global_config.hex_size + global_config.wall_size() / WALL_OVERLAP_MODIFIER,
global_config.wall_size(),
)),
hex_material: materials.add(white_material()),
wall_material: materials.add(Color::BLACK),

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@ -1,18 +1,90 @@
use crate::floor::components::Floor;
use super::{errors::MazeConfigError, GlobalMazeConfig};
use bevy::prelude::*;
use hexlab::HexMaze;
use hexx::{Hex, HexLayout, HexOrientation};
use rand::{rngs::StdRng, thread_rng, Rng, SeedableRng};
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct Maze(pub(crate) HexMaze);
#[require(MazeConfig, Floor)]
pub struct Maze(pub HexMaze);
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct Floor(pub(crate) u8);
pub struct Tile;
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub(crate) struct Tile;
pub struct Wall;
#[derive(Debug, Reflect, Component)]
#[derive(Debug, Reflect, Component, Clone)]
#[reflect(Component)]
pub(crate) struct Wall;
pub struct MazeConfig {
pub radius: u32,
pub start_pos: Hex,
pub end_pos: Hex,
pub seed: u64,
pub layout: HexLayout,
}
impl MazeConfig {
fn new(
radius: u32,
orientation: HexOrientation,
seed: Option<u64>,
global_conig: &GlobalMazeConfig,
) -> Result<Self, MazeConfigError> {
let seed = seed.unwrap_or_else(|| thread_rng().gen());
let mut rng = StdRng::seed_from_u64(seed);
let start_pos = generate_pos(radius, &mut rng)?;
let end_pos = generate_pos(radius, &mut rng)?;
info!("Start pos: (q={}, r={})", start_pos.x, start_pos.y);
info!("End pos: (q={}, r={})", end_pos.x, end_pos.y);
let layout = HexLayout {
orientation,
hex_size: Vec2::splat(global_conig.hex_size),
..default()
};
Ok(Self {
radius,
start_pos,
end_pos,
seed,
layout,
})
}
pub fn new_unchecked(
radius: u32,
orientation: HexOrientation,
seed: Option<u64>,
global_conig: &GlobalMazeConfig,
) -> Self {
Self::new(radius, orientation, seed, global_conig)
.expect("Failed to create MazeConfig with supposedly safe values")
}
pub fn update(&mut self, global_conig: &GlobalMazeConfig) {
self.layout.hex_size = Vec2::splat(global_conig.hex_size);
}
}
impl Default for MazeConfig {
fn default() -> Self {
Self::new_unchecked(7, HexOrientation::Flat, None, &GlobalMazeConfig::default())
}
}
fn generate_pos<R: Rng>(radius: u32, rng: &mut R) -> Result<Hex, MazeConfigError> {
let radius = i32::try_from(radius)?;
Ok(Hex::new(
rng.gen_range(-radius..radius),
rng.gen_range(-radius..radius),
))
}

10
src/maze/errors.rs Normal file
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@ -0,0 +1,10 @@
use std::num::TryFromIntError;
use thiserror::Error;
#[derive(Debug, Error)]
pub enum MazeConfigError {
#[error("Failed to convert radius from u32 to i32: {0}")]
RadiusConverions(#[from] TryFromIntError),
#[error("Invalid maze configuration: {0}")]
InvalidConfig(String),
}

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@ -1,6 +1,6 @@
use bevy::prelude::*;
#[derive(Debug, Event)]
pub(crate) struct RecreateMazeEvent {
pub(crate) floor: u8,
pub struct RecreateMazeEvent {
pub floor: u8,
}

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@ -2,14 +2,15 @@ use bevy::{ecs::system::RunSystemOnce, prelude::*};
use events::RecreateMazeEvent;
mod assets;
pub mod components;
pub mod errors;
pub mod events;
mod resources;
pub mod resources;
mod systems;
pub use resources::{MazeConfig, MazePluginLoaded};
pub use resources::{GlobalMazeConfig, MazePluginLoaded};
pub(super) fn plugin(app: &mut App) {
app.init_resource::<MazeConfig>()
app.init_resource::<GlobalMazeConfig>()
.add_event::<RecreateMazeEvent>()
.add_plugins(systems::plugin);
}

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@ -1,76 +1,18 @@
use bevy::prelude::*;
use hexx::{Hex, HexLayout, HexOrientation};
use rand::{rngs::StdRng, thread_rng, Rng, SeedableRng};
use std::num::TryFromIntError;
use thiserror::Error;
#[derive(Debug, Default, Reflect, Resource)]
#[reflect(Resource)]
pub struct MazePluginLoaded;
#[derive(Debug, Error)]
pub enum MazeConfigError {
#[error("Failed to convert radius from u32 to i32: {0}")]
RadiusConverions(#[from] TryFromIntError),
}
#[derive(Debug, Reflect, Resource)]
#[reflect(Resource)]
pub struct MazeConfig {
pub radius: u32,
pub height: f32,
pub struct GlobalMazeConfig {
pub hex_size: f32,
pub start_pos: Hex,
pub end_pos: Hex,
pub seed: u64,
pub layout: HexLayout,
pub wall_thickness: f32,
pub height: f32,
}
impl MazeConfig {
fn new(
radius: u32,
height: f32,
hex_size: f32,
orientation: HexOrientation,
seed: Option<u64>,
) -> Result<Self, MazeConfigError> {
let seed = seed.unwrap_or_else(|| thread_rng().gen());
let mut rng = StdRng::seed_from_u64(seed);
let start_pos = generate_pos(radius, &mut rng)?;
let end_pos = generate_pos(radius, &mut rng)?;
info!("Start pos: (q={}, r={})", start_pos.x, start_pos.y);
info!("End pos: (q={}, r={})", end_pos.x, end_pos.y);
let layout = HexLayout {
orientation,
hex_size: Vec2::splat(hex_size),
..default()
};
Ok(Self {
radius,
height,
hex_size,
start_pos,
end_pos,
seed,
layout,
})
}
pub fn new_unchecked(
radius: u32,
height: f32,
hex_size: f32,
orientation: HexOrientation,
seed: Option<u64>,
) -> Self {
Self::new(radius, height, hex_size, orientation, seed)
.expect("Failed to create MazeConfig with supposedly safe values")
}
impl GlobalMazeConfig {
pub fn wall_size(&self) -> f32 {
self.hex_size / 6.
}
@ -78,22 +20,14 @@ impl MazeConfig {
pub fn wall_offset(&self) -> f32 {
self.hex_size - self.wall_size()
}
pub fn update(&mut self) {
self.layout.hex_size = Vec2::splat(self.hex_size);
}
}
impl Default for MazeConfig {
impl Default for GlobalMazeConfig {
fn default() -> Self {
Self::new_unchecked(7, 20., 6., HexOrientation::Flat, None)
Self {
hex_size: 6.,
wall_thickness: 1.,
height: 20.,
}
}
}
fn generate_pos<R: Rng>(radius: u32, rng: &mut R) -> Result<Hex, MazeConfigError> {
let radius = i32::try_from(radius)?;
Ok(Hex::new(
rng.gen_range(-radius..radius),
rng.gen_range(-radius..radius),
))
}

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@ -1,4 +1,4 @@
use crate::maze::components::Floor;
use crate::floor::components::Floor;
use bevy::prelude::*;
pub(crate) fn despawn_floor(

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@ -1,19 +1,29 @@
use bevy::prelude::*;
use crate::maze::{components::Floor, events::RecreateMazeEvent, MazeConfig};
use crate::{
floor::components::Floor,
maze::{components::MazeConfig, events::RecreateMazeEvent, GlobalMazeConfig},
};
use super::{despawn::despawn_floor, spawn::spawn_floor};
pub(crate) fn recreate_maze(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
query: Query<(Entity, &Floor)>,
mut event_reader: EventReader<RecreateMazeEvent>,
mut materials: ResMut<Assets<StandardMaterial>>,
global_config: Res<GlobalMazeConfig>,
) {
let maze_config = MazeConfig::default();
for event in event_reader.read() {
despawn_floor(&mut commands, &query, event.floor);
spawn_floor(&mut commands, &mut meshes, &mut materials, &config);
spawn_floor(
&mut commands,
&mut meshes,
&mut materials,
&maze_config,
&global_config,
);
}
}

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@ -1,12 +1,19 @@
use super::spawn::spawn_floor;
use crate::maze::MazeConfig;
use crate::maze::{components::MazeConfig, resources::GlobalMazeConfig};
use bevy::prelude::*;
pub(crate) fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
global_config: Res<GlobalMazeConfig>,
) {
spawn_floor(&mut commands, &mut meshes, &mut materials, &config);
let maze_config = MazeConfig::default();
spawn_floor(
&mut commands,
&mut meshes,
&mut materials,
&maze_config,
&global_config,
);
}

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@ -1,7 +1,10 @@
use crate::maze::{
assets::MazeAssets,
components::{Floor, Maze, Tile, Wall},
MazeConfig,
use crate::{
floor::components::Floor,
maze::{
assets::MazeAssets,
components::{Maze, MazeConfig, Tile, Wall},
resources::GlobalMazeConfig,
},
};
use bevy::prelude::*;
use hexlab::prelude::*;
@ -12,16 +15,17 @@ pub(super) fn spawn_floor(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &MazeConfig,
maze_config: &MazeConfig,
global_config: &GlobalMazeConfig,
) {
let maze = MazeBuilder::new()
.with_radius(config.radius)
.with_seed(config.seed)
.with_radius(maze_config.radius)
.with_seed(maze_config.seed)
.with_generator(GeneratorType::RecursiveBacktracking)
.build()
.expect("Something went wrong while creating maze");
let assets = MazeAssets::new(meshes, materials, config);
let assets = MazeAssets::new(meshes, materials, global_config);
commands
.spawn((
Name::new("Floor"),
@ -32,7 +36,7 @@ pub(super) fn spawn_floor(
))
.with_children(|parent| {
for tile in maze.values() {
spawn_single_hex_tile(parent, &assets, tile, config)
spawn_single_hex_tile(parent, &assets, tile, maze_config, global_config)
}
});
}
@ -41,10 +45,11 @@ pub(super) fn spawn_single_hex_tile(
parent: &mut ChildBuilder,
assets: &MazeAssets,
tile: &HexTile,
config: &MazeConfig,
maze_config: &MazeConfig,
global_config: &GlobalMazeConfig,
) {
let world_pos = tile.to_vec3(&config.layout);
let rotation = match config.layout.orientation {
let world_pos = tile.to_vec3(&maze_config.layout);
let rotation = match maze_config.layout.orientation {
HexOrientation::Pointy => Quat::from_rotation_y(0.0),
HexOrientation::Flat => Quat::from_rotation_y(FRAC_PI_6), // 30 degrees rotation
};
@ -57,12 +62,17 @@ pub(super) fn spawn_single_hex_tile(
MeshMaterial3d(assets.hex_material.clone()),
Transform::from_translation(world_pos).with_rotation(rotation),
))
.with_children(|parent| spawn_walls(parent, assets, config, tile.walls()));
.with_children(|parent| spawn_walls(parent, assets, tile.walls(), global_config));
}
fn spawn_walls(parent: &mut ChildBuilder, assets: &MazeAssets, config: &MazeConfig, walls: &Walls) {
fn spawn_walls(
parent: &mut ChildBuilder,
assets: &MazeAssets,
walls: &Walls,
global_config: &GlobalMazeConfig,
) {
let z_rotation = Quat::from_rotation_z(-FRAC_PI_2);
let y_offset = config.height / 2.;
let y_offset = global_config.height / 2.;
for i in 0..6 {
if !walls.contains(i) {
@ -71,8 +81,8 @@ fn spawn_walls(parent: &mut ChildBuilder, assets: &MazeAssets, config: &MazeConf
let wall_angle = -FRAC_PI_3 * i as f32;
let x_offset = config.wall_offset() * f32::cos(wall_angle);
let z_offset = config.wall_offset() * f32::sin(wall_angle);
let x_offset = global_config.wall_offset() * f32::cos(wall_angle);
let z_offset = global_config.wall_offset() * f32::sin(wall_angle);
let pos = Vec3::new(x_offset, y_offset, z_offset);
let x_rotation = Quat::from_rotation_x(wall_angle + FRAC_PI_2);

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@ -1,8 +1,6 @@
use crate::{
maze::{
components::{Floor, Maze},
MazeConfig,
},
floor::components::{CurrentFloor, Floor},
maze::components::{Maze, MazeConfig},
player::components::{CurrentPosition, MovementTarget, Player},
};
use bevy::prelude::*;
@ -47,10 +45,9 @@ fn create_direction(
pub(super) fn player_input(
input: Res<ButtonInput<KeyCode>>,
mut player_query: Query<(&mut MovementTarget, &CurrentPosition), With<Player>>,
maze_query: Query<(&Maze, &Floor)>,
maze_config: Res<MazeConfig>,
maze_query: Query<(&Maze, &MazeConfig), With<CurrentFloor>>,
) {
let Ok((maze, _floor)) = maze_query.get_single() else {
let Ok((maze, maze_config)) = maze_query.get_single() else {
return;
};

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@ -1,5 +1,6 @@
use crate::{
maze::MazeConfig,
floor::components::CurrentFloor,
maze::components::MazeConfig,
player::components::{CurrentPosition, MovementSpeed, MovementTarget, Player},
};
use bevy::prelude::*;
@ -16,8 +17,9 @@ pub(super) fn player_movement(
),
With<Player>,
>,
maze_config: Res<MazeConfig>,
maze_config_query: Query<&MazeConfig, With<CurrentFloor>>,
) {
let maze_config = maze_config_query.single();
for (mut target, speed, mut current_hex, mut transform) in query.iter_mut() {
if let Some(target_hex) = target.0 {
let current_pos = transform.translation;

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@ -1,5 +1,6 @@
use crate::{
maze::MazeConfig,
floor::components::CurrentFloor,
maze::{components::MazeConfig, GlobalMazeConfig},
player::{components::Player, events::RespawnPlayer},
};
use bevy::prelude::*;
@ -8,14 +9,22 @@ use super::{despawn::despawn_players, spawn::spawn_player};
pub(crate) fn respawn_player(
mut commands: Commands,
query: Query<Entity, With<Player>>,
maze_config_query: Query<&MazeConfig, With<CurrentFloor>>,
mut event_reader: EventReader<RespawnPlayer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
query: Query<Entity, With<Player>>,
mut event_reader: EventReader<RespawnPlayer>,
global_config: Res<GlobalMazeConfig>,
) {
let maze_config = maze_config_query.single();
for _ in event_reader.read() {
despawn_players(&mut commands, &query);
spawn_player(&mut commands, &mut meshes, &mut materials, &config);
spawn_player(
&mut commands,
&mut meshes,
&mut materials,
&maze_config,
&global_config,
);
}
}

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@ -1,6 +1,9 @@
use bevy::prelude::*;
use crate::maze::MazeConfig;
use crate::{
floor::components::CurrentFloor,
maze::{components::MazeConfig, GlobalMazeConfig},
};
use super::spawn::spawn_player;
@ -8,7 +11,15 @@ pub(crate) fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
config: Res<MazeConfig>,
maze_config_query: Query<&MazeConfig, With<CurrentFloor>>,
global_config: Res<GlobalMazeConfig>,
) {
spawn_player(&mut commands, &mut meshes, &mut materials, &config);
let maze_config = maze_config_query.single();
spawn_player(
&mut commands,
&mut meshes,
&mut materials,
&maze_config,
&global_config,
);
}

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@ -1,5 +1,5 @@
use crate::{
maze::MazeConfig,
maze::{components::MazeConfig, GlobalMazeConfig},
player::{
assets::{blue_material, generate_pill_mesh},
components::{CurrentPosition, Player},
@ -11,19 +11,20 @@ pub(super) fn spawn_player(
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
config: &MazeConfig,
maze_config: &MazeConfig,
global_config: &GlobalMazeConfig,
) {
let player_radius = config.hex_size * 0.5;
let player_radius = global_config.hex_size * 0.5;
let player_height = player_radius * 3.5;
let y_offset = config.height / 2. + player_height / 1.3;
let y_offset = global_config.height / 2. + player_height / 1.3;
let start_pos = config.layout.hex_to_world_pos(config.start_pos);
let start_pos = maze_config.layout.hex_to_world_pos(maze_config.start_pos);
commands.spawn((
Name::new("Player"),
Player,
CurrentPosition(config.start_pos),
CurrentPosition(maze_config.start_pos),
Mesh3d(meshes.add(generate_pill_mesh(player_radius, player_height / 2.))),
MeshMaterial3d(materials.add(blue_material())),
Transform::from_xyz(start_pos.x, y_offset, start_pos.y),