asset loader

added rapier
This commit is contained in:
2024-04-14 22:40:24 -04:00
parent 27193adf15
commit 70a5d64d16
12 changed files with 466 additions and 115 deletions

View File

@@ -2,9 +2,12 @@ use crate::prelude::*;
use bevy::asset::LoadState;
use bevy::pbr::ExtendedMaterial;
use bevy::{pbr::CascadeShadowConfig, prelude::*};
use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
use bevy_rapier3d::render::RapierDebugRenderPlugin;
use camera_system::PhosCameraPlugin;
use iyes_perf_ui::prelude::*;
use world_generation::hex_utils::offset_to_world;
use world_generation::tile_manager::{TileAsset, TileAssetPlugin};
use world_generation::{
heightmap::generate_heightmap, mesh_generator::generate_chunk_mesh, prelude::*,
};
@@ -17,13 +20,24 @@ impl Plugin for PhosGamePlugin {
.add_plugins(MaterialPlugin::<
ExtendedMaterial<StandardMaterial, ChunkMaterial>,
>::default());
//Systems - Startup
app.add_systems(Startup, init_game)
.add_systems(Startup, (load_textures, create_map).chain());
app.add_systems(Update, (check_texture, spawn_map));
//Systems - Update
app.add_systems(Update, (check_texture, spawn_map, print_tiles));
//Perf UI
app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
.add_plugins(PerfUiPlugin);
//Assets
app.add_plugins(TileAssetPlugin);
//Physics
app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
.add_plugins(RapierDebugRenderPlugin::default());
}
}
@@ -52,12 +66,25 @@ fn init_game(mut commands: Commands) {
commands.insert_resource(PhosMap::default());
}
#[derive(Resource)]
struct TileResource(Handle<TileAsset>);
fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
let main_tex = asset_server.load("textures/world/stack.png");
commands.insert_resource(ChunkAtlas {
handle: main_tex.clone(),
is_loaded: false,
});
let handle: Handle<TileAsset> = asset_server.load("tiles/Terra/Grass.tile.json");
commands.insert_resource(TileResource(handle));
}
fn print_tiles(tile_assets: Res<Assets<TileAsset>>) {
for (_, tile) in tile_assets.iter() {
println!("Tile: {}", tile.name);
}
}
fn check_texture(