bevy-playground/src/map.rs

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use crate::{inspector::HideFromInspector, prelude::*};
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use bevy::{
ecs::world::CommandQueue,
tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
};
// use bevy::{
// ecs::world::CommandQueue,
// tasks::{AsyncComputeTaskPool, Task},
// };
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use bevy_ecs_tilemap::prelude::*;
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use rand::prelude::*;
use rand_pcg::Pcg64;
use rand_seeder::Seeder;
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use std::sync::mpsc::channel;
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#[derive(Component, Debug)]
pub struct Tilemap;
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#[derive(Component)]
struct MapGen(Task<TileBundleBuilder>);
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pub fn spawn(mut commands: Commands, assets: Res<AssetServer>) {
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// TODO: I'm pretty determined to not have this sieze up the game despite the large number of entities being added. Should work with a "loading" screen and doing this in the background?
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let mut rng: Pcg64 = Seeder::from("default_seed").make_rng();
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let size = TilemapSize::new(1024, 1024);
let tilemap = commands.spawn((Tilemap, Name::new("Tilemap"))).id();
let mut storage = TileStorage::empty(size);
// let mutex_storage = Mutex::new(storage);
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let task_pool = AsyncComputeTaskPool::get();
let (tx, rx) = channel::<TileBundle>();
let tilebundlegenerator = task_pool.spawn(async move {
// this task is for generating tilebundles
for x in 0..size.x {
for y in 0..size.y {
let position = TilePos::new(x, y);
let texture_index = TileTextureIndex(if rng.gen_range(0..1000) > 925 {
rng.gen_range(0..(16 * 8))
} else {
0
});
tx.send(TileBundle {
position,
tilemap_id: TilemapId(tilemap),
texture_index,
..Default::default()
});
}
}
});
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for x in 0..size.x {
for y in 0..size.y {
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let tile = commands.spawn().id();
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storage.set(&position, tile);
}
}
let texture = TilemapTexture::Single(assets.load("img/Tileset Grass.png"));
let tile_size = TilemapTileSize::new(16., 16.);
let grid_size = TilemapGridSize::new(16., 16.);
let map_type = TilemapType::Square;
commands.entity(tilemap).insert(TilemapBundle {
grid_size,
map_type,
size,
storage,
texture,
tile_size,
transform: get_tilemap_center_transform(&size, &grid_size, &map_type, f32::MIN),
..Default::default()
});
}
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// pub fn spawn_in_background(mut commands: Commands, assets: Res<AssetServer>) {
// let pool = AsyncComputeTaskPool::get();
// let tilemap_entity = commands.spawn(Name::new("TilemapEntity")).id();
// let texture_handle: Handle<Image> = assets.load("img/Tileset Grass.png");
// let mut rng: Pcg64 = Seeder::from("default_seed").make_rng();
// let map_size = UVec2::new(1024, 1024);
// let tile_size = Vec2 { x: 16.0, y: 16.0 };
// // tiletypes?
// let task = pool.spawn(async move {
// let mut queue = CommandQueue::default();
// for x in 0..map_size.x {
// for y in 0..map_size.y {
// let pos = Vec2::new(x as f32, y as f32) * tile_size;
// let texture_index = TileTextureIndex(if rng.gen_range(0..1000) > 925 {
// rng.gen_range(0..(16 * 8))
// } else {
// 0
// });
// queue.push(move |world: &mut World| {
// let tile_entity = world
// .spawn((
// HideFromInspector,
// TileBundle {
// position: tile_pos,
// tilemap_id: TilemapId(tilemap_entity),
// texture_index,
// ..Default::default()
// },
// ))
// .id();
// tile_storage_ref.set(&tile_pos, tile_entity);
// });
// }
// }
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// queue.push(move |world: &mut World| {
// world.spawn((
// Tilemap,
// Name::new("Tilemap"),
// TilemapBundle {
// grid_size,
// map_type,
// size,
// storage,
// texture,
// tile_size,
// transform: get_tilemap_center_transform(&size, &grid_size, &map_type, f32::MIN),
// ..default()
// },
// ));
// });
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// queue
// });
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// commands.entity(tilemap_entity).insert(MapGen(task));
// }
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// fn handle_tasks(mut commands: Commands, mut tasks: Query<&mut MapGen>) {
// for mut task in &mut tasks {
// if let Some(mut queue) = block_on(future::poll_once(&mut task.0)) {
// commands.append(&mut queue);
// }
// }
// }
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fn load(mut commands: Commands, mut tasks: Query<&mut MapGen>) {
// to avoid locking up the universe we only want to handle a certain number per iteration (Update)
for mut task in &mut tasks {
if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
// append the returned command queue to have it execute later
commands.append(&mut commands_queue);
}
}
}
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pub fn exit(mut commands: Commands, q: Query<Entity, With<Tilemap>>) {
for id in q.iter() {
commands.entity(id).despawn_recursive();
}
}