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spawn_despawn_tilemap.rs
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spawn_despawn_tilemap.rs
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//! Example showing tilemap despawning.
use bevy::{input::common_conditions::input_just_pressed, prelude::*};
use bevy_ecs_tilemap::prelude::*;
mod helpers;
fn startup(mut commands: Commands) {
commands.spawn(Camera2d);
commands.spawn((
Text::new("space: spawn tilemap\nesc: despawn tilemap"),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
));
}
fn spawn_map(
mut commands: Commands,
asset_server: Res<AssetServer>,
maps: Query<(), With<TileStorage>>,
) {
let num_maps = maps.iter().len();
let texture_handle: Handle<Image> = asset_server.load("tiles.png");
let map_size = TilemapSize { x: 32, y: 32 };
let tilemap_entity = commands.spawn_empty().id();
let mut tile_storage = TileStorage::empty(map_size);
// Spawn the elements of the tilemap.
// Alternatively, you can use helpers::filling::fill_tilemap.
for x in 0..map_size.x {
for y in 0..map_size.y {
let tile_pos = TilePos { x, y };
let tile_entity = commands
.spawn(TileBundle {
position: tile_pos,
tilemap_id: TilemapId(tilemap_entity),
color: TileColor(
Hsla::hsl(0., 0.9, 0.8)
.rotate_hue(num_maps as f32 * 19.)
.into(),
),
texture_index: TileTextureIndex(5),
..default()
})
.id();
tile_storage.set(&tile_pos, tile_entity);
}
}
let tile_size = TilemapTileSize { x: 16.0, y: 16.0 };
let grid_size = tile_size.into();
let map_type = TilemapType::default();
let offset = Vec3::splat(num_maps as f32 * tile_size.x / 2.);
let mut transform = get_tilemap_center_transform(&map_size, &grid_size, &map_type, 0.0);
transform.translation += offset;
commands.entity(tilemap_entity).insert(TilemapBundle {
grid_size,
map_type,
size: map_size,
storage: tile_storage,
texture: TilemapTexture::Single(texture_handle),
tile_size,
transform,
..default()
});
}
fn despawn_map(mut commands: Commands, mut maps: Query<(Entity, &mut TileStorage, &Transform)>) {
let Some((tilemap_entity, mut tile_storage, _)) = maps
.iter_mut()
.sort_by::<&Transform>(|a, b| b.translation.z.partial_cmp(&a.translation.z).unwrap())
.next()
else {
return;
};
commands.entity(tilemap_entity).despawn_recursive();
for entity in tile_storage.drain() {
commands.entity(entity).despawn();
}
}
fn main() {
App::new()
.add_plugins(
DefaultPlugins
.set(WindowPlugin {
primary_window: Some(Window {
title: String::from("Despawn Tilemap Example"),
..default()
}),
..default()
})
.set(ImagePlugin::default_nearest()),
)
.add_plugins(TilemapPlugin)
.add_systems(Startup, startup)
.add_systems(Update, helpers::camera::movement)
.add_systems(Update, spawn_map.run_if(input_just_pressed(KeyCode::Space)))
.add_systems(
Update,
despawn_map.run_if(input_just_pressed(KeyCode::Escape)),
)
.run();
}