random map regeneration

This commit is contained in:
2026-09-17 21:49:27 +02:00
parent 392e495ad3
commit dde458ef4f
2 changed files with 45 additions and 21 deletions
+4 -5
View File
@@ -15,7 +15,7 @@ pub struct Collider {
pub struct HasCollided(pub bool);
// Check collision with Player
fn check_collision(
pub fn check_collision_with_player(
mut player: Single<(&Transform, &Collider, &mut Sprite), With<Player>>,
obstacle: Query<(&Transform, &Collider), With<Obstacle>>,
mut has_collided: ResMut<HasCollided>,
@@ -24,7 +24,7 @@ fn check_collision(
return;
}
let (player_transform, player_collider, mut player_sprite) = player.into_inner();
let (player_transform, player_collider, mut _player_sprite) = player.into_inner();
// Check whether or not each obstacles overlap the player
for (collider_transform, collider_collider) in obstacle {
@@ -34,8 +34,7 @@ fn check_collision(
collider_transform.translation.truncate(),
collider_collider.size / 2.0,
) {
// println!("Collision!!!!!!!");
player_sprite.color = Color::srgb(1.0, 0.0, 0.0);
// player_sprite.color = Color::srgb(1.0, 0.0, 0.0); // Change sprite color
has_collided.0 = true;
break;
}
@@ -54,6 +53,6 @@ pub struct CollisionPlugin;
impl Plugin for CollisionPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<HasCollided>()
.add_systems(Update, check_collision.after(move_player));
.add_systems(Update, check_collision_with_player.after(move_player));
}
}
+41 -16
View File
@@ -1,10 +1,13 @@
use crate::collision::Collider;
use crate::{collision::Collider, player::reset_player};
use bevy::prelude::*;
use rand::RngExt;
#[derive(Component)]
pub struct Obstacle;
#[derive(Resource, Default)]
pub struct RegenerateObstacles(pub bool);
fn spawn_obstacle(commands: &mut Commands, position: Vec2, size: Vec2) {
commands.spawn((
Obstacle,
@@ -15,32 +18,54 @@ fn spawn_obstacle(commands: &mut Commands, position: Vec2, size: Vec2) {
}
// Temporary fonction for display random obstacles
fn debug_spawn(mut commands: Commands) {
let obstacles = [
(Vec2::new(-400.0, -950.0), Vec2::new(200.0, 32.0)),
(Vec2::new(100.0, -1050.0), Vec2::new(300.0, 32.0)),
(Vec2::new(-200.0, -1200.0), Vec2::new(100.0, 100.0)),
(Vec2::new(300.0, -1350.0), Vec2::new(250.0, 32.0)),
];
fn spawn_random_obstacles(commands: &mut Commands) {
let mut rng = rand::rng();
for i in 0..20 {
let y_offset = i as f32 * -300.0;
let x_offset = rng.random_range(-400.0..=400.0);
let min_x = -960.0;
let max_x = 960.0;
for (position, size) in obstacles {
let position = position + Vec2::new(x_offset, y_offset);
let mut y = -1000.0;
spawn_obstacle(&mut commands, position, size);
for _ in 0..100 {
let obstacle_count = rng.random_range(1..=3);
for _ in 0..obstacle_count {
let width = rng.random_range(100.0..=400.0);
let height = rng.random_range(20.0..=200.0);
let x = rng.random_range((min_x + width / 2.0)..=(max_x - width / 2.0));
spawn_obstacle(commands, Vec2::new(x, y), Vec2::new(width, height));
}
y -= rng.random_range(80.0..=160.0);
}
}
fn regenerate_obstacles(
mut commands: Commands,
obstacles: Query<Entity, With<Obstacle>>,
mut regenerate_obstacles: ResMut<RegenerateObstacles>,
) {
if regenerate_obstacles.0 {
for obstacle in obstacles {
commands.entity(obstacle).despawn();
}
spawn_random_obstacles(&mut commands);
regenerate_obstacles.0 = false;
}
}
fn spawn_obstacles(mut commands: Commands) {
spawn_random_obstacles(&mut commands);
}
pub struct ObstaclePlugin;
impl Plugin for ObstaclePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Startup, debug_spawn);
app.add_systems(Startup, spawn_obstacles)
.init_resource::<RegenerateObstacles>()
.add_systems(Update, regenerate_obstacles.after(reset_player));
}
}