Channels won't work _easily_ as the Receiver is not Send
I think I'll try using Bevy's event system
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parent
84bceda2a2
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5942539ead
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@ -100,9 +100,8 @@ fn main() -> AppExit {
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.add_systems(OnExit(View::MainMenu), main_menu::exit)
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.add_systems(OnExit(View::MainMenu), main_menu::exit)
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.add_systems(
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.add_systems(
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OnEnter(View::LoadingGame),
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OnEnter(View::LoadingGame),
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(player::startup, statue::startup, map::spawn),
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(player::startup, statue::startup, map::init),
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)
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)
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.add_systems(OnEnter(View::InGame), map::finalize)
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.add_systems(
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.add_systems(
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OnExit(View::InGame),
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OnExit(View::InGame),
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(player::exit, statue::exit, map::exit),
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(player::exit, statue::exit, map::exit),
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@ -112,6 +111,7 @@ fn main() -> AppExit {
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(
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(
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load_menu.run_if(in_state(View::LoadingMenu)),
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load_menu.run_if(in_state(View::LoadingMenu)),
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load_game.run_if(in_state(View::LoadingGame)),
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load_game.run_if(in_state(View::LoadingGame)),
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map::tile_loaders.run_if(in_state(View::LoadingGame)),
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input::process_input,
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input::process_input,
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(update,).after(input::process_input),
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(update,).after(input::process_input),
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(
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(
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125
src/map.rs
125
src/map.rs
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@ -1,3 +1,5 @@
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use std::sync::mpsc::{channel, Receiver};
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use crate::{inspector::HideFromInspector, prelude::*};
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use crate::{inspector::HideFromInspector, prelude::*};
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use bevy::{
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use bevy::{
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ecs::{system::SystemState, world::CommandQueue},
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ecs::{system::SystemState, world::CommandQueue},
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@ -15,57 +17,68 @@ use rand_seeder::Seeder;
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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pub struct Tilemap;
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pub struct Tilemap;
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#[derive(Component)]
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#[derive(Resource, Debug)]
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struct MapGenTask(Task<CommandQueue>);
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pub struct TileChan(Receiver<TileBundle>);
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#[derive(Resource, Deref, DerefMut)]
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#[derive(Component, Debug)]
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struct TileStorageHandle(TileStorage);
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pub struct TileInit(Task<()>);
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pub fn spawn(mut commands: Commands, assets: Res<AssetServer>) {
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pub fn init(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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// 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 mut rng: Pcg64 = Seeder::from("default_seed").make_rng();
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let size = TilemapSize::new(1024, 1024);
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let size = TilemapSize::new(1024, 1024);
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let tilemap = commands.spawn((Tilemap, Name::new("Tilemap"))).id();
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let tile_size = TilemapTileSize::new(16., 16.);
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commands.insert_resource(TileStorageHandle(TileStorage::empty(size)));
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let grid_size = TilemapGridSize::new(16., 16.);
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let pool = AsyncComputeTaskPool::get();
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let map_type = TilemapType::Square;
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// this task is for generating tilebundles
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let texture = TilemapTexture::Single(assets.load("img/Tileset Grass.png"));
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for x in 0..size.x {
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let storage = TileStorage::empty(size);
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for y in 0..size.y {
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let position = TilePos::new(x, y);
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let texture_index = TileTextureIndex(if rng.gen_range(0..1000) > 925 {
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rng.gen_range(0..(16 * 8))
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} else {
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0
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});
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let task = pool.spawn(async move {
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let mut command_queue = CommandQueue::default();
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command_queue.push(move |world: &mut World| {
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let mut state = SystemState::<ResMut<TileStorageHandle>>::new(world);
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let entity = world
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.spawn((
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HideFromInspector,
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TileBundle {
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position,
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tilemap_id: TilemapId(tilemap),
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texture_index,
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..Default::default()
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},
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))
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.id();
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let mut storage = state.get_mut(world);
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let tilemap = commands
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storage.set(&position, entity);
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.spawn((
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Tilemap,
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Name::new("Tilemap"),
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TilemapBundle {
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grid_size,
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map_type,
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size,
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storage,
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texture,
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tile_size,
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transform: get_tilemap_center_transform(&size, &grid_size, &map_type, f32::MIN),
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..Default::default()
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},
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))
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.id();
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let pool = AsyncComputeTaskPool::get();
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let task = pool.spawn(async move {
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let (tx, rx) = channel::<TileBundle>();
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for x in 0..size.x {
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for y in 0..size.y {
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let position = TilePos::new(x, y);
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let texture_index = TileTextureIndex(if rng.gen_range(0..1000) > 925 {
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rng.gen_range(0..(16 * 8))
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} else {
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0
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});
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});
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command_queue
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tx.send(TileBundle {
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});
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position,
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commands.entity(tilemap).insert(MapGenTask(task));
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tilemap_id: TilemapId(tilemap),
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texture_index,
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..Default::default()
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})
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.unwrap();
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}
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}
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}
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}
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tx
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});
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commands.entity(tilemap).insert(TileInit(task));
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}
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}
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fn load(mut commands: Commands, mut tasks: Query<&mut MapGenTask>) {
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pub fn tile_loaders(mut commands: Commands, mut tasks: Query<&mut TileInit>) {
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// to avoid locking up the universe we only want to handle a certain number per iteration (Update)
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// TODO: to avoid locking up the universe we only want to handle a certain number per iteration (Update)
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for mut task in &mut tasks {
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for mut task in &mut tasks {
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if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
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if let Some(mut commands_queue) = block_on(future::poll_once(&mut task.0)) {
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// append the returned command queue to have it execute later
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// append the returned command queue to have it execute later
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@ -74,38 +87,6 @@ fn load(mut commands: Commands, mut tasks: Query<&mut MapGenTask>) {
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}
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}
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}
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}
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pub fn finalize(
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// mut commands: Commands,
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// mut storage: Res<TileStorageHandle>,
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// tilemap: Query<Entity, With<Tilemap>>,
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// assets: Res<AssetServer>,
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world: &mut World,
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) {
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let storage = world.remove_resource::<TileStorageHandle>().unwrap();
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// TODO: dedupe with load
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let size = TilemapSize::new(1024, 1024);
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let tile_size = TilemapTileSize::new(16., 16.);
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let grid_size = TilemapGridSize::new(16., 16.);
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let map_type = TilemapType::Square;
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let storage = storage.0;
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let mut query = world.query_filtered::<Entity, With<Tilemap>>();
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let tilemap = query.single(world);
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let assets = world.resource::<AssetServer>();
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let texture = TilemapTexture::Single(assets.load("img/Tileset Grass.png"));
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let mut commands = world.commands();
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commands.entity(tilemap).insert(TilemapBundle {
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grid_size,
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map_type,
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size,
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storage,
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texture,
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tile_size,
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transform: get_tilemap_center_transform(&size, &grid_size, &map_type, f32::MIN),
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..Default::default()
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});
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}
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pub fn exit(mut commands: Commands, q: Query<Entity, With<Tilemap>>) {
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pub fn exit(mut commands: Commands, q: Query<Entity, With<Tilemap>>) {
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for id in q.iter() {
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for id in q.iter() {
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commands.entity(id).despawn_recursive();
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commands.entity(id).despawn_recursive();
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