feat: Updated tilemap bundle

- Layout is now defined from bottom left corner
- Added rotation to lockpick bundle
- Added level TOML structures that match current level
This commit is contained in:
Alexey 2026-03-27 13:04:47 +03:00
commit 24153e476f
7 changed files with 225 additions and 72 deletions

View file

@ -78,80 +78,66 @@ pub fn setup_world(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
// floor 1F
let mut tiles = (0..16).map(|x| {
(0, uvec2(x, 1))
}).collect::<Vec<(u16, UVec2)>>();
// floor/ceil 1-2F
tiles.extend((0..16).map(|x| {
(0, uvec2(x, 5))
}));
// ceil 2F
tiles.extend((0..16).map(|x| {
(0, uvec2(x, 9))
}));
let tiles = [
( 0, ( 0, 0, 16, 1 )), // 1F floor
( 0, ( 0, 4, 16, 1 )), // 1F ceiling / 2F floor
( 0, ( 0, 8, 16, 1 )), // 2F ceiling
( 1, ( 0, 1, 1, 3 )), // 1F left wall
( 1, ( 0, 5, 1, 3 )), // 2F left wall
( 1, ( 15, 1, 1, 3 )), // 1F right wall
( 1, ( 15, 5, 1, 3 )), // 2F right wall
( 2, ( 4, 3, 1, 1 )), // 1F left door connector
( 2, ( 4, 7, 1, 1 )), // 2F left door connector
( 2, ( 11, 3, 1, 1 )), // 1F right door connector
( 2, ( 11, 7, 1, 1 )), // 2F right door connector
].into_iter().map(|(id, (x, y, w, h))| {
(id, URect::from_corners(uvec2(x, y), uvec2(x + w - 1, y + h - 1)))
}).collect::<Vec<(u16, URect)>>();
// walls
tiles.extend([
(0, 4), (0, 3), (0, 2),
(0, 8), (0, 7), (0, 6),
(15, 4), (15, 3), (15, 2),
(15, 8), (15, 7), (15, 6),
].iter().map(|(x, y)| {
(1, uvec2(*x, *y))
}));
// wall connectors
tiles.extend([
(4, 8), (4, 4), (11, 8), (11, 4),
].iter().map(|(x, y)| {
(2, uvec2(*x, *y))
}));
commands.spawn(tilemap::tilemap_bundle(&asset_server, uvec2(16, 10), tiles));
commands.spawn(tilemap::tilemap_bundle(&asset_server, tiles));
commands.spawn(door::door_bundle(&asset_server, vec2(meters(-3.5), 0.), false));
commands.spawn(door::door_bundle(&asset_server, vec2(meters(-3.5), meters(4.)), false))
commands.spawn(player_bundle(&asset_server, vec2(meters(1.5), meters(1.))));
commands.spawn(door::door_bundle(&asset_server, vec2(meters(4.5), meters(1.)), false));
commands.spawn(door::door_bundle(&asset_server, vec2(meters(4.5), meters(5.)), false))
.with_child(lock::padlock_bundle(&asset_server, false));
commands.spawn(door::door_bundle(&asset_server, vec2(meters(3.5), 0.), true))
commands.spawn(door::door_bundle(&asset_server, vec2(meters(11.5), meters(1.)), true))
.with_child(lock::padlock_bundle(&asset_server, true));
commands.spawn(door::door_bundle(&asset_server, vec2(meters(3.5), meters(4.)), true));
commands.spawn(door::door_bundle(&asset_server, vec2(meters(11.5), meters(5.)), true));
commands.spawn(stairs::stairs_bundle(
&asset_server,
vec2(meters(0.), 0.),
vec2(meters(8.), meters(1.)),
Some(vec2(meters(2.), meters(4.))),
None,
));
commands.spawn(stairs::stairs_bundle(
&asset_server,
vec2(meters(0.), meters(4.)),
vec2(meters(8.), meters(5.)),
None,
Some(vec2(meters(-2.), meters(-4.))),
));
commands.spawn(container::container_bundle(
&asset_server,
vec2(meters(-6.), 0.),
vec2(meters(2.), meters(1.)),
uvec2(1, 1),
));
commands.spawn(container::container_bundle(
&asset_server,
vec2(meters(-6.), meters(4.)),
uvec2(1, 1),
)).with_child(lockpick_bundle(&asset_server, UVec2::ZERO));
commands.spawn(container::container_bundle(
&asset_server,
vec2(meters(6.), 0.),
vec2(meters(14.), meters(1.)),
uvec2(1, 1),
));
commands.spawn(container::container_bundle(
&asset_server,
vec2(meters(6.), meters(4.)),
uvec2(1, 1),
)).with_child(lockpick_bundle(&asset_server, UVec2::ZERO));
commands.spawn(player_bundle(&asset_server, vec2(meters(-6.), meters(4.))));
vec2(meters(2.), meters(5.)),
uvec2(4, 4),
)).with_child(lockpick_bundle(&asset_server, uvec2(2, 2), false));
commands.spawn(container::container_bundle(
&asset_server,
vec2(meters(14.), meters(5.)),
uvec2(2, 2),
)).with_child(lockpick_bundle(&asset_server, UVec2::ZERO, true));
}