mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 10:07:51 -06:00
refactor: reorganize ecs components
This commit is contained in:
@@ -1,11 +1,11 @@
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use glam::Vec2;
|
||||
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
||||
use sdl2::render::TextureCreator;
|
||||
use sdl2::ttf::Sdl2TtfContext;
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::video::WindowContext;
|
||||
use sdl2::{AudioSubsystem, EventPump, Sdl, VideoSubsystem};
|
||||
use tracing::{error, warn};
|
||||
use tracing::warn;
|
||||
|
||||
use crate::error::{GameError, GameResult};
|
||||
|
||||
|
||||
138
src/ecs/components.rs
Normal file
138
src/ecs/components.rs
Normal file
@@ -0,0 +1,138 @@
|
||||
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||
use glam::Vec2;
|
||||
|
||||
use crate::{
|
||||
entity::{direction::Direction, graph::Graph},
|
||||
error::{EntityError, GameResult},
|
||||
texture::{animated::AnimatedTexture, sprite::AtlasTile},
|
||||
};
|
||||
|
||||
/// A tag component for entities that are controlled by the player.
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
/// A component for entities that have a sprite, with a layer for ordering.
|
||||
///
|
||||
/// This is intended to be modified by other entities allowing animation.
|
||||
#[derive(Component)]
|
||||
pub struct Renderable {
|
||||
pub sprite: AtlasTile,
|
||||
pub layer: u8,
|
||||
}
|
||||
|
||||
/// A component for entities that have a directional animated texture.
|
||||
#[derive(Component)]
|
||||
pub struct DirectionalAnimated {
|
||||
pub textures: [Option<AnimatedTexture>; 4],
|
||||
pub stopped_textures: [Option<AnimatedTexture>; 4],
|
||||
}
|
||||
|
||||
/// A unique identifier for a node, represented by its index in the graph's storage.
|
||||
pub type NodeId = usize;
|
||||
|
||||
/// Represents the current position of an entity traversing the graph.
|
||||
///
|
||||
/// This enum allows for precise tracking of whether an entity is exactly at a node
|
||||
/// or moving along an edge between two nodes.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub enum Position {
|
||||
/// The traverser is located exactly at a node.
|
||||
AtNode(NodeId),
|
||||
/// The traverser is on an edge between two nodes.
|
||||
BetweenNodes {
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
/// The floating-point distance traversed along the edge from the `from` node.
|
||||
traversed: f32,
|
||||
},
|
||||
}
|
||||
|
||||
impl Position {
|
||||
/// Calculates the current pixel position in the game world.
|
||||
///
|
||||
/// Converts the graph position to screen coordinates, accounting for
|
||||
/// the board offset and centering the sprite.
|
||||
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
let pos = match self {
|
||||
Position::AtNode(node_id) => {
|
||||
let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
|
||||
node.position
|
||||
}
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
|
||||
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
|
||||
let edge = graph
|
||||
.find_edge(*from, *to)
|
||||
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
|
||||
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
||||
}
|
||||
};
|
||||
|
||||
Ok(Vec2::new(
|
||||
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Position {
|
||||
fn default() -> Self {
|
||||
Position::AtNode(0)
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl Position {
|
||||
/// Returns `true` if the position is exactly at a node.
|
||||
pub fn is_at_node(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the current or most recently departed node.
|
||||
#[allow(clippy::wrong_self_convention)]
|
||||
pub fn from_node_id(&self) -> NodeId {
|
||||
match self {
|
||||
Position::AtNode(id) => *id,
|
||||
Position::BetweenNodes { from, .. } => *from,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the destination node, if currently on an edge.
|
||||
#[allow(clippy::wrong_self_convention)]
|
||||
pub fn to_node_id(&self) -> Option<NodeId> {
|
||||
match self {
|
||||
Position::AtNode(_) => None,
|
||||
Position::BetweenNodes { to, .. } => Some(*to),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns `true` if the traverser is stopped at a node.
|
||||
pub fn is_stopped(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
}
|
||||
|
||||
/// A component for entities that have a velocity, with a direction and speed.
|
||||
#[derive(Default, Component)]
|
||||
pub struct Velocity {
|
||||
pub direction: Direction,
|
||||
pub next_direction: Option<(Direction, u8)>,
|
||||
pub speed: f32,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub player: PlayerControlled,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct DeltaTime(pub f32);
|
||||
@@ -1,141 +1,15 @@
|
||||
use bevy_ecs::{
|
||||
event::{EventReader, EventWriter},
|
||||
system::{Query, Res, ResMut},
|
||||
system::{Query, ResMut},
|
||||
};
|
||||
use tracing::debug;
|
||||
|
||||
use crate::entity::graph::EdgePermissions;
|
||||
use crate::{
|
||||
ecs::{DeltaTime, GlobalState, PlayerControlled, Position, Velocity},
|
||||
error::{EntityError, GameError},
|
||||
ecs::components::{GlobalState, PlayerControlled, Velocity},
|
||||
error::GameError,
|
||||
game::events::GameEvent,
|
||||
input::commands::GameCommand,
|
||||
map::builder::Map,
|
||||
};
|
||||
|
||||
pub fn movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut PlayerControlled, &mut Velocity, &mut Position)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (mut player, mut velocity, mut position) in entities.iter_mut() {
|
||||
let distance = velocity.speed * 60.0 * delta_time.0;
|
||||
|
||||
// Decrement the remaining frames for the next direction
|
||||
if let Some((direction, remaining)) = velocity.next_direction {
|
||||
if remaining > 0 {
|
||||
velocity.next_direction = Some((direction, remaining - 1));
|
||||
} else {
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
}
|
||||
|
||||
match *position {
|
||||
Position::AtNode(node_id) => {
|
||||
// We're not moving, but a buffered direction is available.
|
||||
if let Some((next_direction, _)) = velocity.next_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(node_id, next_direction) {
|
||||
if can_traverse(&mut player, edge) {
|
||||
// Start moving in that direction
|
||||
*position = Position::BetweenNodes {
|
||||
from: node_id,
|
||||
to: edge.target,
|
||||
traversed: distance,
|
||||
};
|
||||
velocity.direction = next_direction;
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
} else {
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"No edge found in direction {:?} from node {}",
|
||||
next_direction, node_id
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
// There is no point in any of the next logic if we don't travel at all
|
||||
if distance <= 0.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
let edge = map
|
||||
.graph
|
||||
.find_edge(from, to)
|
||||
.ok_or_else(|| {
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
|
||||
from, to
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
return;
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
let new_traversed = traversed + distance;
|
||||
|
||||
if new_traversed < edge.distance {
|
||||
// Still on the same edge, just update the distance.
|
||||
*position = Position::BetweenNodes {
|
||||
from,
|
||||
to,
|
||||
traversed: new_traversed,
|
||||
};
|
||||
} else {
|
||||
let overflow = new_traversed - edge.distance;
|
||||
let mut moved = false;
|
||||
|
||||
// If we buffered a direction, try to find an edge in that direction
|
||||
if let Some((next_dir, _)) = velocity.next_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(to, next_dir) {
|
||||
if can_traverse(&mut player, edge) {
|
||||
*position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
|
||||
velocity.direction = next_dir; // Remember our new direction
|
||||
velocity.next_direction = None; // Consume the buffered direction
|
||||
moved = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we didn't move, try to continue in the current direction
|
||||
if !moved {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(to, velocity.direction) {
|
||||
if can_traverse(&mut player, edge) {
|
||||
*position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
} else {
|
||||
*position = Position::AtNode(to);
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
} else {
|
||||
*position = Position::AtNode(to);
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn can_traverse(_player: &mut PlayerControlled, edge: crate::entity::graph::Edge) -> bool {
|
||||
matches!(edge.permissions, EdgePermissions::All)
|
||||
}
|
||||
|
||||
// Handles
|
||||
pub fn interact_system(
|
||||
mut events: EventReader<GameEvent>,
|
||||
|
||||
145
src/ecs/mod.rs
145
src/ecs/mod.rs
@@ -3,148 +3,7 @@
|
||||
//! This module contains all the ECS-related logic, including components, systems,
|
||||
//! and resources.
|
||||
|
||||
use bevy_ecs::{bundle::Bundle, component::Component, resource::Resource};
|
||||
use glam::Vec2;
|
||||
|
||||
use crate::{
|
||||
entity::{direction::Direction, graph::Graph, traversal},
|
||||
error::{EntityError, GameResult},
|
||||
texture::{
|
||||
animated::AnimatedTexture,
|
||||
directional::DirectionalAnimatedTexture,
|
||||
sprite::{AtlasTile, Sprite},
|
||||
},
|
||||
};
|
||||
|
||||
/// A tag component for entities that are controlled by the player.
|
||||
#[derive(Default, Component)]
|
||||
pub struct PlayerControlled;
|
||||
|
||||
/// A component for entities that have a sprite, with a layer for ordering.
|
||||
///
|
||||
/// This is intended to be modified by other entities allowing animation.
|
||||
#[derive(Component)]
|
||||
pub struct Renderable {
|
||||
pub sprite: AtlasTile,
|
||||
pub layer: u8,
|
||||
}
|
||||
|
||||
/// A component for entities that have a directional animated texture.
|
||||
#[derive(Component)]
|
||||
pub struct DirectionalAnimated {
|
||||
pub textures: [Option<AnimatedTexture>; 4],
|
||||
pub stopped_textures: [Option<AnimatedTexture>; 4],
|
||||
}
|
||||
|
||||
/// A unique identifier for a node, represented by its index in the graph's storage.
|
||||
pub type NodeId = usize;
|
||||
|
||||
/// Represents the current position of an entity traversing the graph.
|
||||
///
|
||||
/// This enum allows for precise tracking of whether an entity is exactly at a node
|
||||
/// or moving along an edge between two nodes.
|
||||
#[derive(Component, Debug, Copy, Clone, PartialEq)]
|
||||
pub enum Position {
|
||||
/// The traverser is located exactly at a node.
|
||||
AtNode(NodeId),
|
||||
/// The traverser is on an edge between two nodes.
|
||||
BetweenNodes {
|
||||
from: NodeId,
|
||||
to: NodeId,
|
||||
/// The floating-point distance traversed along the edge from the `from` node.
|
||||
traversed: f32,
|
||||
},
|
||||
}
|
||||
|
||||
impl Position {
|
||||
/// Calculates the current pixel position in the game world.
|
||||
///
|
||||
/// Converts the graph position to screen coordinates, accounting for
|
||||
/// the board offset and centering the sprite.
|
||||
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
|
||||
let pos = match self {
|
||||
Position::AtNode(node_id) => {
|
||||
let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
|
||||
node.position
|
||||
}
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
|
||||
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
|
||||
let edge = graph
|
||||
.find_edge(*from, *to)
|
||||
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
|
||||
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
|
||||
}
|
||||
};
|
||||
|
||||
Ok(Vec2::new(
|
||||
pos.x + crate::constants::BOARD_PIXEL_OFFSET.x as f32,
|
||||
pos.y + crate::constants::BOARD_PIXEL_OFFSET.y as f32,
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for Position {
|
||||
fn default() -> Self {
|
||||
Position::AtNode(0)
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl Position {
|
||||
/// Returns `true` if the position is exactly at a node.
|
||||
pub fn is_at_node(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the current or most recently departed node.
|
||||
#[allow(clippy::wrong_self_convention)]
|
||||
pub fn from_node_id(&self) -> NodeId {
|
||||
match self {
|
||||
Position::AtNode(id) => *id,
|
||||
Position::BetweenNodes { from, .. } => *from,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the `NodeId` of the destination node, if currently on an edge.
|
||||
#[allow(clippy::wrong_self_convention)]
|
||||
pub fn to_node_id(&self) -> Option<NodeId> {
|
||||
match self {
|
||||
Position::AtNode(_) => None,
|
||||
Position::BetweenNodes { to, .. } => Some(*to),
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns `true` if the traverser is stopped at a node.
|
||||
pub fn is_stopped(&self) -> bool {
|
||||
matches!(self, Position::AtNode(_))
|
||||
}
|
||||
}
|
||||
|
||||
/// A component for entities that have a velocity, with a direction and speed.
|
||||
#[derive(Default, Component)]
|
||||
pub struct Velocity {
|
||||
pub direction: Direction,
|
||||
pub next_direction: Option<(Direction, u8)>,
|
||||
pub speed: f32,
|
||||
}
|
||||
|
||||
#[derive(Bundle)]
|
||||
pub struct PlayerBundle {
|
||||
pub player: PlayerControlled,
|
||||
pub position: Position,
|
||||
pub velocity: Velocity,
|
||||
pub sprite: Renderable,
|
||||
pub directional_animated: DirectionalAnimated,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct GlobalState {
|
||||
pub exit: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource)]
|
||||
pub struct DeltaTime(pub f32);
|
||||
|
||||
pub mod components;
|
||||
pub mod interact;
|
||||
pub mod movement;
|
||||
pub mod render;
|
||||
|
||||
129
src/ecs/movement.rs
Normal file
129
src/ecs/movement.rs
Normal file
@@ -0,0 +1,129 @@
|
||||
use crate::ecs::components::{DeltaTime, PlayerControlled, Position, Velocity};
|
||||
use crate::entity::graph::EdgePermissions;
|
||||
use crate::error::{EntityError, GameError};
|
||||
use crate::map::builder::Map;
|
||||
use bevy_ecs::event::EventWriter;
|
||||
use bevy_ecs::system::{Query, Res};
|
||||
|
||||
fn can_traverse(_player: &mut PlayerControlled, edge: crate::entity::graph::Edge) -> bool {
|
||||
matches!(edge.permissions, EdgePermissions::All)
|
||||
}
|
||||
|
||||
pub fn movement_system(
|
||||
map: Res<Map>,
|
||||
delta_time: Res<DeltaTime>,
|
||||
mut entities: Query<(&mut PlayerControlled, &mut Velocity, &mut Position)>,
|
||||
mut errors: EventWriter<GameError>,
|
||||
) {
|
||||
for (mut player, mut velocity, mut position) in entities.iter_mut() {
|
||||
let distance = velocity.speed * 60.0 * delta_time.0;
|
||||
|
||||
// Decrement the remaining frames for the next direction
|
||||
if let Some((direction, remaining)) = velocity.next_direction {
|
||||
if remaining > 0 {
|
||||
velocity.next_direction = Some((direction, remaining - 1));
|
||||
} else {
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
}
|
||||
|
||||
match *position {
|
||||
Position::AtNode(node_id) => {
|
||||
// We're not moving, but a buffered direction is available.
|
||||
if let Some((next_direction, _)) = velocity.next_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(node_id, next_direction) {
|
||||
if can_traverse(&mut player, edge) {
|
||||
// Start moving in that direction
|
||||
*position = Position::BetweenNodes {
|
||||
from: node_id,
|
||||
to: edge.target,
|
||||
traversed: distance,
|
||||
};
|
||||
velocity.direction = next_direction;
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
} else {
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"No edge found in direction {:?} from node {}",
|
||||
next_direction, node_id
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
Position::BetweenNodes { from, to, traversed } => {
|
||||
// There is no point in any of the next logic if we don't travel at all
|
||||
if distance <= 0.0 {
|
||||
return;
|
||||
}
|
||||
|
||||
let edge = map
|
||||
.graph
|
||||
.find_edge(from, to)
|
||||
.ok_or_else(|| {
|
||||
errors.write(
|
||||
EntityError::InvalidMovement(format!(
|
||||
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
|
||||
from, to
|
||||
))
|
||||
.into(),
|
||||
);
|
||||
return;
|
||||
})
|
||||
.unwrap();
|
||||
|
||||
let new_traversed = traversed + distance;
|
||||
|
||||
if new_traversed < edge.distance {
|
||||
// Still on the same edge, just update the distance.
|
||||
*position = Position::BetweenNodes {
|
||||
from,
|
||||
to,
|
||||
traversed: new_traversed,
|
||||
};
|
||||
} else {
|
||||
let overflow = new_traversed - edge.distance;
|
||||
let mut moved = false;
|
||||
|
||||
// If we buffered a direction, try to find an edge in that direction
|
||||
if let Some((next_dir, _)) = velocity.next_direction {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(to, next_dir) {
|
||||
if can_traverse(&mut player, edge) {
|
||||
*position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
|
||||
velocity.direction = next_dir; // Remember our new direction
|
||||
velocity.next_direction = None; // Consume the buffered direction
|
||||
moved = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we didn't move, try to continue in the current direction
|
||||
if !moved {
|
||||
if let Some(edge) = map.graph.find_edge_in_direction(to, velocity.direction) {
|
||||
if can_traverse(&mut player, edge) {
|
||||
*position = Position::BetweenNodes {
|
||||
from: to,
|
||||
to: edge.target,
|
||||
traversed: overflow,
|
||||
};
|
||||
} else {
|
||||
*position = Position::AtNode(to);
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
} else {
|
||||
*position = Position::AtNode(to);
|
||||
velocity.next_direction = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
use crate::ecs::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
|
||||
use crate::error::{EntityError, GameError, TextureError};
|
||||
use crate::ecs::components::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
|
||||
use crate::error::{GameError, TextureError};
|
||||
use crate::map::builder::Map;
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use bevy_ecs::entity::Entity;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
use glam::Vec2;
|
||||
|
||||
use crate::ecs::NodeId;
|
||||
use crate::ecs::components::NodeId;
|
||||
|
||||
use super::direction::Direction;
|
||||
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
use tracing::error;
|
||||
|
||||
use crate::ecs::{NodeId, Position};
|
||||
use crate::ecs::components::Position;
|
||||
use crate::error::GameResult;
|
||||
|
||||
use super::direction::Direction;
|
||||
|
||||
@@ -3,24 +3,24 @@
|
||||
include!(concat!(env!("OUT_DIR"), "/atlas_data.rs"));
|
||||
|
||||
use crate::constants::CANVAS_SIZE;
|
||||
use crate::ecs::interact::{interact_system, movement_system};
|
||||
use crate::ecs::components::{
|
||||
DeltaTime, DirectionalAnimated, GlobalState, PlayerBundle, PlayerControlled, Position, Renderable, Velocity,
|
||||
};
|
||||
use crate::ecs::interact::interact_system;
|
||||
use crate::ecs::movement::movement_system;
|
||||
use crate::ecs::render::{directional_render_system, render_system, BackbufferResource, MapTextureResource};
|
||||
use crate::ecs::{DeltaTime, DirectionalAnimated, GlobalState, PlayerBundle, PlayerControlled, Position, Renderable, Velocity};
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::{graph, traversal};
|
||||
use crate::error::{GameError, GameResult, TextureError};
|
||||
use crate::input::commands::GameCommand;
|
||||
use crate::map::builder::Map;
|
||||
use crate::texture::animated::AnimatedTexture;
|
||||
use crate::texture::directional::DirectionalAnimatedTexture;
|
||||
use crate::texture::sprite::Sprite;
|
||||
use bevy_ecs::event::EventRegistry;
|
||||
use bevy_ecs::observer::Trigger;
|
||||
use bevy_ecs::schedule::IntoScheduleConfigs;
|
||||
use bevy_ecs::system::{Commands, ResMut};
|
||||
use bevy_ecs::system::ResMut;
|
||||
use bevy_ecs::{schedule::Schedule, world::World};
|
||||
use sdl2::image::LoadTexture;
|
||||
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
|
||||
use sdl2::render::{Canvas, ScaleMode, TextureCreator};
|
||||
use sdl2::video::{Window, WindowContext};
|
||||
use sdl2::EventPump;
|
||||
|
||||
@@ -29,7 +29,7 @@ use crate::input::{handle_input, Bindings};
|
||||
use crate::map::render::MapRenderer;
|
||||
use crate::{
|
||||
constants,
|
||||
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
|
||||
texture::sprite::{AtlasMapper, SpriteAtlas},
|
||||
};
|
||||
|
||||
use self::events::GameEvent;
|
||||
|
||||
@@ -3,7 +3,7 @@ use std::collections::HashMap;
|
||||
use bevy_ecs::{
|
||||
event::EventWriter,
|
||||
resource::Resource,
|
||||
system::{Commands, NonSendMut, Res},
|
||||
system::{NonSendMut, Res},
|
||||
};
|
||||
use sdl2::{event::Event, keyboard::Keycode, EventPump};
|
||||
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
//! Map construction and building functionality.
|
||||
|
||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE, RAW_BOARD};
|
||||
use crate::ecs::NodeId;
|
||||
use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
|
||||
use crate::ecs::components::NodeId;
|
||||
use crate::entity::direction::Direction;
|
||||
use crate::entity::graph::{EdgePermissions, Graph, Node};
|
||||
use crate::map::parser::MapTileParser;
|
||||
use crate::map::render::MapRenderer;
|
||||
use crate::texture::sprite::{Sprite, SpriteAtlas};
|
||||
use crate::texture::sprite::SpriteAtlas;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use glam::{IVec2, Vec2};
|
||||
use sdl2::render::{Canvas, RenderTarget};
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
use anyhow::Result;
|
||||
use bevy_ecs::resource::Resource;
|
||||
use glam::U16Vec2;
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::rect::Rect;
|
||||
|
||||
Reference in New Issue
Block a user