feat: Level loading from TOML asset

- Fixed detect_interactions system
- Added test for deserializing asset with plugin
This commit is contained in:
Alexey 2026-03-28 01:46:27 +03:00
commit 79fe190b6b
9 changed files with 124 additions and 97 deletions

View file

@ -2,17 +2,42 @@ use std::collections::HashMap;
use bevy::prelude::*;
use crate::{layout::{Level, asset::structs::{DoorData, StairsData}, door::door_bundle, lock::padlock_bundle, stairs::stairs_bundle, tilemap::tilemap_bundle}, meters, player::player_bundle};
use crate::{
LoadingState,
meters,
item::lockpick::lockpick_bundle,
layout::{
Level,
LevelAssetHandle,
asset::structs::*,
container::container_bundle,
door::door_bundle,
lock::padlock_bundle,
stairs::stairs_bundle,
tilemap::tilemap_bundle
},
player::player_bundle,
};
pub mod structs;
pub fn check_loading(
level_handle: Res<LevelAssetHandle>,
asset_server: Res<AssetServer>,
mut next_state: ResMut<NextState<LoadingState>>,
) {
if asset_server.is_loaded(level_handle.id()) {
next_state.set(LoadingState::Ready);
}
}
pub fn load_level (
InRef(level_handle): InRef<Handle<structs::LevelAsset>>,
level_handle: Res<LevelAssetHandle>,
mut commands: Commands,
asset_server: Res<AssetServer>,
level_assets: Res<Assets<structs::LevelAsset>>,
) {
let Some(level) = level_assets.get(level_handle) else {
let Some(level) = level_assets.get(&level_handle.0) else {
error!("Could not load level asset from {level_handle:?}");
return;
};
@ -45,7 +70,7 @@ pub fn load_level (
parent.spawn(tilemap_bundle(&asset_server, tiles));
parent.spawn(player_bundle(&asset_server, player_pos));
for DoorData {pos, facing_left, lock} in level.interactive.doors.iter() {
for DoorData { pos, facing_left, lock } in level.interactive.doors.iter() {
let door_pos = vec2(meters(pos.x + 0.5), meters(pos.y));
let mut door = parent.spawn(door_bundle(&asset_server, door_pos, *facing_left));
if let Some(lock_facing_left) = lock {
@ -53,21 +78,34 @@ pub fn load_level (
}
}
for StairsData {pos, floors} in level.interactive.stairs.iter() { match floors {
&0 | &1 => continue,
for StairsData { pos, floors } in level.interactive.stairs.iter() { match *floors {
0 | 1 => continue,
_ => {
let mut pos = vec2(meters(pos.x), meters(pos.y));
let mut down = None;
let mut up = Some(vec2(meters(2.), meters(4.)));
for i in 0..*floors {
parent.spawn(stairs_bundle(&asset_server, pos, up, down));
pos.y += meters(4.);
if i == floors - 1 {
if i == *floors - 1 {
up = None;
}
parent.spawn(stairs_bundle(&asset_server, pos, up, down));
pos.y += meters(4.);
down = Some(vec2(meters(-2.), meters(-4.)));
}
},
}}
for ContainerData { pos, size, items } in level.interactive.containers.iter() {
let pos = vec2(meters(pos.x), meters(pos.y));
let mut container = parent.spawn(container_bundle(&asset_server, pos, *size));
for item in items {
// TODO: replace with proper item-by-id system
if item.id == "lockpick" {
container.with_child(lockpick_bundle(&asset_server, item.pos, item.rotated));
}
}
}
});
}

View file

@ -171,7 +171,7 @@ impl From<ContainerDataInner> for ContainerData {
Self {
pos: pos.into(),
size: size.unwrap_or_default().into(),
items,
items: items.unwrap_or_default(),
}
}
}

View file

@ -64,7 +64,7 @@ pub struct ContainerData {
#[serde(default)]
pub size: UVec2,
#[serde(default)]
pub items: Option<Vec<ItemData>>,
pub items: Vec<ItemData>,
}
#[derive(Debug, Serialize, Deserialize, Default, PartialEq, Clone, Reflect)]

View file

@ -22,8 +22,13 @@ pub struct Locked;
#[derive(Component, Debug, PartialEq, Eq, Default, Clone, Copy, Reflect)]
#[reflect(Component, Debug, PartialEq, Default, Clone)]
#[require(Transform, InheritedVisibility)]
pub struct Level;
#[derive(Resource, Debug, PartialEq, Eq, Default, Clone, Reflect, Deref, DerefMut)]
#[reflect(Resource, Debug, PartialEq, Default, Clone)]
pub struct LevelAssetHandle(Handle<asset::structs::LevelAsset>);
#[derive(EntityEvent, Reflect, Clone, Copy, PartialEq, Eq, Debug)]
#[reflect(Event, Debug, PartialEq, Clone)]
pub struct InteractionEvent {

View file

@ -38,7 +38,6 @@ pub fn on_stairs_interact(
return;
};
let Ok(mut player_transform) = player_query.single_mut() else {
error!("Player is not single");
return;
};

View file

@ -6,12 +6,7 @@ use bevy::{
use bevy_rapier2d::prelude::*;
use crate::{
meters,
item::lockpick::lockpick_bundle,
player::{
Player,
player_bundle,
},
player::Player,
};
use super::*;
@ -33,6 +28,22 @@ fn get_interactive_id<F: QueryFilter>(
}
}
fn interact_collisions_inner<F: QueryFilter>(
first: Entity,
second: Entity,
interactive_query: Query<(), F>,
player_query: Query<(), With<Player>>,
parent_query: Query<&ChildOf, With<Collider>>,
) -> Option<Entity> {
let Some(interactive_id) = get_interactive_id(first, interactive_query, parent_query) else {
return None;
};
if player_query.get(second).is_err() {
return None;
}
Some(interactive_id)
}
pub fn detect_interact_collisions(
mut commands: Commands,
mut collision_events: MessageReader<CollisionEvent>,
@ -44,22 +55,20 @@ pub fn detect_interact_collisions(
for collision_event in collision_events.read() {
match collision_event {
CollisionEvent::Started(first, second, _) => {
let Some(interactive_id) = get_interactive_id(*first, interactive_query1, parent_query) else {
continue;
};
if player_query.get(*second).is_err() {
continue;
}
if let Some(interactive_id) = interact_collisions_inner(*first, *second, interactive_query1, player_query, parent_query) {
commands.entity(interactive_id).insert(MayInteract);
}
if let Some(interactive_id) = interact_collisions_inner(*second, *first, interactive_query1, player_query, parent_query) {
commands.entity(interactive_id).insert(MayInteract);
}
},
CollisionEvent::Stopped(first, second, _) => {
let Some(interactive_id) = get_interactive_id(*first, interactive_query2, parent_query) else {
continue;
};
if player_query.get(*second).is_err() {
continue;
}
if let Some(interactive_id) = interact_collisions_inner(*first, *second, interactive_query2, player_query, parent_query) {
commands.entity(interactive_id).remove::<MayInteract>();
}
if let Some(interactive_id) = interact_collisions_inner(*second, *first, interactive_query2, player_query, parent_query) {
commands.entity(interactive_id).remove::<MayInteract>();
}
},
}
}
@ -78,66 +87,6 @@ pub fn setup_world(
mut commands: Commands,
asset_server: Res<AssetServer>,
) {
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)>>();
commands.spawn(tilemap::tilemap_bundle(&asset_server, tiles));
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(11.5), meters(1.)), true))
.with_child(lock::padlock_bundle(&asset_server, true));
commands.spawn(door::door_bundle(&asset_server, vec2(meters(11.5), meters(5.)), true));
commands.spawn(stairs::stairs_bundle(
&asset_server,
vec2(meters(8.), meters(1.)),
Some(vec2(meters(2.), meters(4.))),
None,
));
commands.spawn(stairs::stairs_bundle(
&asset_server,
vec2(meters(8.), meters(5.)),
None,
Some(vec2(meters(-2.), meters(-4.))),
));
commands.spawn(container::container_bundle(
&asset_server,
vec2(meters(2.), meters(1.)),
uvec2(1, 1),
));
commands.spawn(container::container_bundle(
&asset_server,
vec2(meters(14.), meters(1.)),
uvec2(1, 1),
));
commands.spawn(container::container_bundle(
&asset_server,
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));
let level_handle = asset_server.load("levels/level.toml");
commands.insert_resource(LevelAssetHandle(level_handle));
}

View file

@ -2,6 +2,7 @@ use bevy::{
prelude::*,
ui_widgets::ScrollbarPlugin,
};
use bevy_common_assets::toml::TomlAssetPlugin;
use bevy_rapier2d::{
prelude::*,
rapier::prelude::IntegrationParameters,
@ -28,6 +29,14 @@ pub enum GameState {
Inventory,
}
#[derive(Clone, Copy, PartialEq, Eq, Hash, Debug, Default, States, Reflect)]
#[reflect(Clone, PartialEq, Debug, Default, Hash, State)]
pub enum LoadingState {
#[default]
Loading,
Ready,
}
fn camera_bundle() -> impl Bundle {
(
Camera2d,
@ -81,9 +90,11 @@ impl Plugin for ExpeditionPlugin {
RapierPhysicsPlugin::<()>::default()
.with_custom_initialization(rapier_init),
ScrollbarPlugin,
TomlAssetPlugin::<layout::asset::structs::LevelAsset>::new(&["toml"]),
input::plugin::InputAssetPlugin::<input::InputAction>::default(),
input::plugin::InputAssetPlugin::<input::UiAction>::default(),
))
.init_state::<LoadingState>()
.init_state::<GameState>()
.insert_resource(ui::WindowSize::default())
.add_systems(Startup, (
@ -92,12 +103,15 @@ impl Plugin for ExpeditionPlugin {
))
.add_systems(Update, (
insert_entity_name,
layout::asset::check_loading
.run_if(|state: Res<State<LoadingState>>| *state == LoadingState::Loading),
layout::systems::detect_interact_collisions,
layout::systems::lock_door,
player::systems::handle_input,
ui::update_window_size,
ui::handle_input,
))
.add_systems(OnEnter(LoadingState::Ready), layout::asset::load_level)
.add_systems(OnEnter(GameState::Inventory), ui::inventory::systems::setup_ui_inventory)
.add_systems(OnExit(GameState::Inventory), ui::inventory::systems::clear_ui_inventory)
.add_observer(ui::inventory::observers::on_ui_rotate)

View file

@ -19,7 +19,9 @@ pub fn handle_input(
interactables: Query<Entity, With<MayInteract>>,
mut player: Query<(&Player, &mut ActionState<Action>, &mut KinematicCharacterController, &mut Sprite)>,
) {
let player = player.single_mut().expect("Player should be single");
let Ok(player) = player.single_mut() else {
return;
};
match state.get() {
GameState::Running => {
let (Player {speed}, mut action_state, mut controller, mut sprite) = player;

View file

@ -1,11 +1,14 @@
use super::super::*;
use bevy::prelude::*;
use bevy_common_assets::toml::TomlAssetPlugin;
use crate::layout::asset::structs::LevelAsset;
#[test]
fn deserialize_levels() {
fn deserialize_from_str() {
let level_str = include_str!("../../assets/levels/level.toml");
let level_alt_str = include_str!("../../assets/levels/level_alt.toml");
let level = toml::de::from_str::<layout::asset::structs::LevelAsset>(level_str).unwrap();
let level_alt = toml::de::from_str::<layout::asset::structs::LevelAsset>(level_alt_str).unwrap();
let level = toml::de::from_str::<LevelAsset>(level_str).unwrap();
let level_alt = toml::de::from_str::<LevelAsset>(level_alt_str).unwrap();
assert_eq!(level.meta, level_alt.meta);
assert_eq!(level.interactive, level_alt.interactive);
@ -14,3 +17,20 @@ fn deserialize_levels() {
assert_eq!(&tiles, other_tiles);
}
}
#[test]
fn deserialize_from_app_asset() {
let mut app = App::new();
app.add_plugins((
MinimalPlugins,
AssetPlugin {
file_path: "../../assets".to_string(),
..default()
},
TomlAssetPlugin::<LevelAsset>::new(&["toml"]),
));
if let Err(error) = app.world_mut().run_system_cached(|asset_server: Res<AssetServer>| {
let _ = asset_server.load::<LevelAsset>("levels/level.toml");
}) { panic!("{error}") };
}