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https://github.com/kristoferssolo/maze-ascension.git
synced 2025-10-21 19:20:34 +00:00
feat(floor): spawn next floor
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@ -18,3 +18,8 @@ pub struct RespawnFloor {
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pub struct DespawnFloor {
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pub floor: u8,
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}
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#[derive(Debug, Reflect, Event)]
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pub struct TransitionFloor {
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pub floor: u8,
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}
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@ -3,7 +3,9 @@ pub mod events;
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mod systems;
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use bevy::prelude::*;
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use events::TransitionFloor;
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pub(super) fn plugin(app: &mut App) {
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app.add_plugins(systems::plugin);
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app.add_event::<TransitionFloor>()
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.add_plugins(systems::plugin);
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}
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3
src/floor/systems/despawn.rs
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3
src/floor/systems/despawn.rs
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@ -0,0 +1,3 @@
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use bevy::prelude::*;
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pub(super) fn despawn_level(mut commands: Commands) {}
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@ -1,3 +1,14 @@
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use bevy::prelude::*;
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mod despawn;
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mod spawn;
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pub(super) fn plugin(_app: &mut App) {}
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use crate::maze::MazePluginLoaded;
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use bevy::prelude::*;
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use despawn::despawn_level;
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use spawn::spawn_floor;
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pub(super) fn plugin(app: &mut App) {
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app.add_systems(
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Update,
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(spawn_floor, despawn_level).run_if(resource_exists::<MazePluginLoaded>),
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);
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}
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11
src/floor/systems/spawn.rs
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11
src/floor/systems/spawn.rs
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@ -0,0 +1,11 @@
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use bevy::prelude::*;
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use crate::{floor::events::TransitionFloor, maze::events::SpawnMaze};
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pub(super) fn spawn_floor(mut commands: Commands, mut event_reader: EventReader<TransitionFloor>) {
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for event in event_reader.read() {
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let floor = event.floor;
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info!("Creating level for floor {}", floor);
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commands.trigger(SpawnMaze { floor, ..default() });
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}
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}
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@ -2,7 +2,7 @@ use bevy::prelude::*;
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use super::components::MazeConfig;
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#[derive(Debug, Reflect, Event)]
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#[derive(Debug, Reflect, Event, Default)]
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pub struct SpawnMaze {
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pub floor: u8,
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pub config: MazeConfig,
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@ -14,6 +14,8 @@ use std::f32::consts::{FRAC_PI_2, FRAC_PI_3, FRAC_PI_6};
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use super::common::generate_maze;
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const FLOOR_Y_OFFSET: u8 = 100;
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pub(super) fn spawn_maze(
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trigger: Trigger<SpawnMaze>,
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mut commands: Commands,
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@ -24,11 +26,11 @@ pub(super) fn spawn_maze(
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) {
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let SpawnMaze { floor, config } = trigger.event();
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if maze_query.iter().any(|(_, f, _)| f.0 == *floor) {
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warn!("Floor {} already exists, skipping creation", floor);
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return;
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}
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let maze = generate_maze(config).expect("Failed to generate maze during spawn");
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let y_offset = (floor - 1) * FLOOR_Y_OFFSET;
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let entity = commands
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.spawn((
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@ -37,7 +39,7 @@ pub(super) fn spawn_maze(
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Floor(*floor),
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CurrentFloor, // TODO: remove
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config.clone(),
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Transform::from_translation(Vec3::ZERO),
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Transform::from_translation(Vec3::ZERO.with_y(y_offset as f32)),
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Visibility::Visible,
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))
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.id();
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@ -8,13 +8,3 @@ pub struct RespawnPlayer;
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#[derive(Debug, Event)]
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pub struct DespawnPlayer;
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#[derive(Debug, Event)]
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pub struct AscendPlayer {
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pub floor: u8,
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}
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#[derive(Debug, Event)]
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pub struct DescendPlayer {
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pub floor: u8,
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}
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@ -6,15 +6,13 @@ mod triggers;
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use bevy::{ecs::system::RunSystemOnce, prelude::*};
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use components::Player;
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use events::{AscendPlayer, DescendPlayer, DespawnPlayer, RespawnPlayer, SpawnPlayer};
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use events::{DespawnPlayer, RespawnPlayer, SpawnPlayer};
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pub(super) fn plugin(app: &mut App) {
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app.register_type::<Player>()
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.add_event::<SpawnPlayer>()
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.add_event::<RespawnPlayer>()
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.add_event::<DespawnPlayer>()
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.add_event::<AscendPlayer>()
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.add_event::<DescendPlayer>()
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.add_plugins((triggers::plugin, systems::plugin));
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}
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@ -1,27 +1,26 @@
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use bevy::prelude::*;
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use crate::{
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floor::components::{CurrentFloor, Floor},
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maze::components::MazeConfig,
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player::{
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components::{CurrentPosition, Player},
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events::AscendPlayer,
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floor::{
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components::{CurrentFloor, Floor},
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events::TransitionFloor,
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},
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maze::components::MazeConfig,
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player::components::{CurrentPosition, Player},
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};
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pub(super) fn ascend_player(
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query: Query<&CurrentPosition, With<Player>>,
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maze_config_query: Query<(&MazeConfig, &Floor), With<CurrentFloor>>,
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mut event_writer: EventWriter<AscendPlayer>,
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mut event_writer: EventWriter<TransitionFloor>,
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) {
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let Ok((config, floor)) = maze_config_query.get_single() else {
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warn!("No current floor configuration found");
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return;
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};
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for current_hex in query.iter() {
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if current_hex.0 == config.end_pos {
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event_writer.send(AscendPlayer {
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event_writer.send(TransitionFloor {
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floor: *floor.increase(),
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});
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return;
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@ -1,27 +1,26 @@
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use bevy::prelude::*;
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use crate::{
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floor::components::{CurrentFloor, Floor},
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maze::components::MazeConfig,
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player::{
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components::{CurrentPosition, Player},
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events::DescendPlayer,
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floor::{
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components::{CurrentFloor, Floor},
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events::TransitionFloor,
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},
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maze::components::MazeConfig,
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player::components::{CurrentPosition, Player},
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};
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pub(super) fn descend_player(
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query: Query<&CurrentPosition, With<Player>>,
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maze_config_query: Query<(&MazeConfig, &Floor), With<CurrentFloor>>,
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mut event_writer: EventWriter<DescendPlayer>,
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mut event_writer: EventWriter<TransitionFloor>,
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) {
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let Ok((config, floor)) = maze_config_query.get_single() else {
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warn!("No current floor configuration found");
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return;
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};
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for current_hex in query.iter() {
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if current_hex.0 == config.start_pos {
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event_writer.send(DescendPlayer {
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if current_hex.0 == config.start_pos && floor.0 != 1 {
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event_writer.send(TransitionFloor {
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floor: *floor.decrease(),
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});
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return;
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