Very basic entities for battler

main
Elijah Voigt 1 month ago
parent 2a5d7363fe
commit db480af595

@ -40,10 +40,11 @@ fn main() {
.add_systems(
Startup,
(
init_world,
init_tetris,
init_debug_ui,
init_cameras,
init_ui.after(init_cameras),
init_battler,
),
)
// Input and basic systems
@ -276,7 +277,7 @@ impl Display for ShapeStore {
#[derive(Component)]
struct GridBackground;
fn init_world(
fn init_tetris(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
@ -313,6 +314,45 @@ fn init_world(
});
}
fn init_battler(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
{
let mat = materials.add(ColorMaterial {
color: BLUE.into(),
..default()
});
let mesh = meshes.add(Ellipse::new(SCALE, SCALE * 2.0));
let t = Transform::from_xyz(-3.0 * SCALE, 0.0, 0.0);
commands.spawn((
Mesh2d(mesh),
MeshMaterial2d(mat),
t,
BATTLER,
Name::new("Protagonist"),
));
}
{
let mat = materials.add(ColorMaterial {
color: RED.into(),
..default()
});
let mesh = meshes.add(Ellipse::new(SCALE, SCALE));
let t = Transform::from_xyz(3.0 * SCALE, 0.0, 0.0);
commands.spawn((
Mesh2d(mesh),
MeshMaterial2d(mat),
t,
BATTLER,
Name::new("ENEMY"),
));
}
}
#[derive(Resource, Default)]
struct OutputImages {
tetris: Handle<Image>,
@ -366,6 +406,7 @@ fn init_cameras(
Camera {
order: 1,
target,
clear_color: ClearColorConfig::Custom(WHITE.into()),
..default()
},
TETRIS,
@ -374,7 +415,8 @@ fn init_cameras(
}
{
let img = render_target_image((512, 512));
let (width, height) = (SCALE as u32 * Y_MAX as u32, SCALE as u32 * X_MAX as u32);
let img = render_target_image((width, height));
let target = {
let handle = images.add(img);
output_images.battler = handle.clone();
@ -390,6 +432,7 @@ fn init_cameras(
Camera {
order: 2,
target,
clear_color: ClearColorConfig::Custom(WHITE.into()),
..default()
},
BATTLER,
@ -475,8 +518,8 @@ fn init_ui(mut commands: Commands, output_images: Res<OutputImages>, images: Res
let img = images.get(&output_images.battler).unwrap();
parent.spawn((
Node {
width: Val::Px(img.size_f32().x * 0.5),
height: Val::Px(img.size_f32().y * 0.5),
width: Val::Px(img.size_f32().x * 0.75),
height: Val::Px(img.size_f32().y * 0.75),
..default()
},
ImageNode {

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