fix(floor): descend

This commit is contained in:
Kristofers Solo 2025-01-04 22:34:08 +02:00
parent f68c68f167
commit c4dcedd723
8 changed files with 41 additions and 41 deletions

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@ -8,10 +8,6 @@ pub struct Floor(pub u8);
#[reflect(Component)]
pub struct CurrentFloor;
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct NextFloor;
#[derive(Debug, Reflect, Component, Deref, DerefMut)]
#[reflect(Component)]
pub struct FloorYTarget(pub f32);

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@ -38,8 +38,8 @@ impl From<TransitionFloor> for f32 {
impl From<&TransitionFloor> for f32 {
fn from(value: &TransitionFloor) -> Self {
match value {
TransitionFloor::Ascend => -1.,
TransitionFloor::Descend => 1.,
TransitionFloor::Ascend => -1., // When ascending, floors move down
TransitionFloor::Descend => 1., // When descending, floors move up
}
}
}

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@ -1 +0,0 @@

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@ -1,4 +1,3 @@
mod clear_events;
mod despawn;
mod movement;
mod spawn;

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@ -1,7 +1,7 @@
use crate::{
constants::{FLOOR_Y_OFFSET, MOVEMENT_THRESHOLD},
floor::{
components::{CurrentFloor, FloorYTarget, NextFloor},
components::{CurrentFloor, Floor, FloorYTarget},
events::TransitionFloor,
},
maze::components::HexMaze,
@ -35,45 +35,52 @@ pub fn move_floors(
pub fn handle_floor_transition_events(
mut commands: Commands,
mut maze_query: Query<(Entity, &Transform, Option<&FloorYTarget>), With<HexMaze>>,
current_query: Query<Entity, With<CurrentFloor>>,
next_query: Query<Entity, With<NextFloor>>,
mut maze_query: Query<(Entity, &Transform, &Floor, Option<&FloorYTarget>), With<HexMaze>>,
current_query: Query<(Entity, &Floor), With<CurrentFloor>>,
mut event_reader: EventReader<TransitionFloor>,
) {
let is_moving = maze_query
.iter()
.any(|(_, _, movement_state)| movement_state.is_some());
.any(|(_, _, _, movement_state)| movement_state.is_some());
if is_moving {
return;
}
for event in event_reader.read() {
dbg!(&event);
let Some((current_entity, current_floor)) = current_query.get_single().ok() else {
continue;
};
let target_floor_num = event.next_floor_num(current_floor);
let target_entity = maze_query
.iter()
.find(|(_, _, floor, _)| floor.0 == target_floor_num)
.map(|(entity, ..)| entity);
let Some(target_entity) = target_entity else {
continue;
};
let direction = event.into();
let Some(current_entity) = current_query.get_single().ok() else {
continue;
};
let Some(next_entity) = next_query.get_single().ok() else {
continue;
};
for (entity, transforms, movement_state) in maze_query.iter_mut() {
for (entity, transforms, _, movement_state) in maze_query.iter_mut() {
let target_y = (FLOOR_Y_OFFSET as f32).mul_add(direction, transforms.translation.y);
dbg!(movement_state, target_y);
if movement_state.is_none() {
commands.entity(entity).insert(FloorYTarget(target_y));
}
}
update_current_next_floor(&mut commands, current_entity, next_entity);
update_current_next_floor(&mut commands, current_entity, target_entity);
break;
}
event_reader.clear();
}
fn update_current_next_floor(commands: &mut Commands, current_entity: Entity, next_entity: Entity) {
commands.entity(current_entity).remove::<CurrentFloor>();
commands
.entity(next_entity)
.remove::<NextFloor>()
.insert(CurrentFloor);
fn update_current_next_floor(commands: &mut Commands, current: Entity, target: Entity) {
commands.entity(current).remove::<CurrentFloor>();
commands.entity(target).insert(CurrentFloor);
}

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@ -14,22 +14,24 @@ pub(super) fn spawn_floor(
mut event_reader: EventReader<TransitionFloor>,
mut highest_floor: ResMut<HighestFloor>,
) {
let Ok(floor) = query.get_single() else {
let Ok(current_floor) = query.get_single() else {
return;
};
for event in event_reader.read() {
let floor = event.next_floor_num(floor);
if floor == 1 && *event == TransitionFloor::Descend {
if current_floor.0 == 0 && *event == TransitionFloor::Descend {
warn!("Cannot descend below floor 1");
return;
}
highest_floor.0 = highest_floor.0.max(floor);
let next_floor = event.next_floor_num(current_floor);
highest_floor.0 = highest_floor.0.max(next_floor);
info!("Creating level for floor {}", floor);
info!("Creating level for floor {}", next_floor);
commands.trigger(SpawnMaze { floor, ..default() });
commands.trigger(SpawnMaze {
floor: next_floor,
..default()
});
}
}

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@ -1,7 +1,7 @@
use super::common::generate_maze;
use crate::{
constants::FLOOR_Y_OFFSET,
floor::components::{CurrentFloor, Floor, NextFloor},
floor::components::{CurrentFloor, Floor},
maze::{
assets::MazeAssets,
components::{HexMaze, MazeConfig, Tile, Wall},
@ -56,7 +56,6 @@ pub(super) fn spawn_maze(
Visibility::Visible,
))
.insert_if(CurrentFloor, || *floor == 1)
.insert_if(NextFloor, || *floor != 1)
.id();
let assets = MazeAssets::new(&mut meshes, &mut materials, &global_config);

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@ -22,16 +22,14 @@ pub fn handle_floor_transition(
for current_hex in player_query.iter() {
// Check for ascending
if current_hex.0 == config.end_pos {
dbg!("Ascending");
info!("Ascending");
event_writer.send(TransitionFloor::Ascend);
return;
}
// Check for descending
if current_hex.0 == config.start_pos && floor.0 != 1 {
dbg!("Descending");
info!("Descending");
event_writer.send(TransitionFloor::Descend);
return;
}
}
}