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