It's working! The tiles fade in and our "loading screen" works. The FPS counter just keeps chugging.

I feel like this is kind of ugly, though, so iterating from here at some point may be nice
This commit is contained in:
Daniel Flanagan 2024-08-03 00:03:44 -05:00
parent 18bdb52a7f
commit 82c51427cf
3 changed files with 56 additions and 22 deletions

View file

@ -4,7 +4,7 @@ version = "0.1.0"
edition = "2021"
[dependencies]
bevy = { version = "0.14.0", default-features = false, features = [
bevy = { version = "0.14.0", default_features = false, features = [
"bevy_asset",
"bevy_audio",
"bevy_color",

View file

@ -145,7 +145,7 @@ fn load_menu(mut app_state: ResMut<NextState<View>>) {
fn load_game(mut app_state: ResMut<NextState<View>>) {
// need to check if the map is fully loaded before switching
app_state.set(View::InGame);
// app_state.set(View::InGame);
}
fn startup(mut commands: Commands) {

View file

@ -1,24 +1,18 @@
use std::sync::mpsc::{channel, Receiver};
use crate::View;
use crate::{inspector::HideFromInspector, prelude::*};
use bevy::{
ecs::{system::SystemState, world::CommandQueue},
tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task},
};
// use bevy::{
// ecs::world::CommandQueue,
// tasks::{AsyncComputeTaskPool, Task},
// };
use bevy::tasks::{block_on, futures_lite::future, AsyncComputeTaskPool, Task};
use bevy_ecs_tilemap::prelude::*;
use rand::prelude::*;
use rand_pcg::Pcg64;
use rand_seeder::Seeder;
use std::sync::mpsc::{channel, Receiver};
use std::sync::Mutex;
#[derive(Component, Debug)]
pub struct Tilemap;
#[derive(Resource, Debug)]
pub struct TileChan(Receiver<TileBundle>);
#[derive(Component, Debug)]
pub struct TileChan(Mutex<Receiver<TileBundle>>);
#[derive(Component, Debug)]
pub struct TileInit(Task<()>);
@ -52,8 +46,8 @@ pub fn init(mut commands: Commands, assets: Res<AssetServer>) {
.id();
let pool = AsyncComputeTaskPool::get();
let (tx, rx) = channel::<TileBundle>();
let task = pool.spawn(async move {
let (tx, rx) = channel::<TileBundle>();
for x in 0..size.x {
for y in 0..size.y {
let position = TilePos::new(x, y);
@ -71,20 +65,60 @@ pub fn init(mut commands: Commands, assets: Res<AssetServer>) {
.unwrap();
}
}
tx
return ();
});
commands.entity(tilemap).insert(TileInit(task));
commands
.entity(tilemap)
.insert((TileInit(task), TileChan(Mutex::new(rx))));
}
pub fn tile_loaders(mut commands: Commands, mut tasks: Query<&mut TileInit>) {
pub fn tile_loaders(
mut commands: Commands,
mut query: Query<(Entity, &mut TileStorage, &TileChan), With<Tilemap>>,
mut tasks: Query<&mut TileInit>,
mut app_state: ResMut<NextState<View>>,
) {
// TODO: 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);
let (tilemap, mut storage, chan) = query.single_mut();
let chan = chan.0.lock().unwrap();
let mut counter = 0;
let mut tiles_done = false;
loop {
match chan.recv() {
Ok(ev) => {
let ref_position = &ev.position;
let tile = commands.spawn((HideFromInspector, ev)).id();
storage.set(ref_position, tile);
counter += 1;
if counter > 5_000 {
info!("Finished 100k!");
break;
}
}
Err(err) => {
error!("{err:#?}");
tiles_done = true;
break;
}
}
}
info!("Task: {tasks:#?}");
for mut task in &mut tasks {
let poll = future::poll_once(&mut task.0);
info!("Poll: {poll:#?}");
if block_on(poll).is_some() {
commands.entity(tilemap).remove::<TileInit>();
// need to check if the map is fully loaded before switching
// app_state.set(View::InGame);
// TODO: transition to game?
info!("poll was some");
}
}
if tasks.iter().peekable().peek().is_none() && tiles_done {
app_state.set(View::InGame);
}
}
pub fn exit(mut commands: Commands, q: Query<Entity, With<Tilemap>>) {