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//! Simple example for illustrating axonometrically projected tilemaps.
//! To keep the math simple instead of strictly isometric, we stick to a projection
//! where each tile ends up a diamond shape that is twice as wide as high.
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
math::{uvec2, vec2},
prelude::*,
window::PresentMode,
};
use bevy_fast_tilemap::prelude::*;
use rand::Rng;
#[path = "common/mouse_controls_camera.rs"]
mod mouse_controls_camera;
use mouse_controls_camera::MouseControlsCameraPlugin;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: String::from("Fast Tilemap example"),
resolution: (1820., 920.).into(),
// disable vsync so we can see the raw FPS speed
present_mode: PresentMode::Immediate,
..default()
}),
..default()
}),
LogDiagnosticsPlugin::default(),
FrameTimeDiagnosticsPlugin::default(),
MouseControlsCameraPlugin::default(),
FastTileMapPlugin::default(),
))
.add_systems(Startup, startup)
.add_systems(Update, show_coordinate)
.run();
}
fn startup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<Map>>,
) {
commands.spawn(Camera2dBundle::default());
let mut rng = rand::thread_rng();
let map = Map::builder(
// Map size
uvec2(100, 100),
// Tile atlas
asset_server.load("iso_256x128.png"),
// Tile size
vec2(256.0, 128.0),
)
.with_padding(vec2(256.0, 128.0), vec2(256.0, 128.0), vec2(256.0, 128.0))
// "Perspective" overhang draws the overlap of tiles depending on their "depth" that is the
// y-axis of their world position (tiles higher up are considered further away).
.with_projection(AXONOMETRIC)
.with_perspective_overhang()
.build_and_set(|_| rng.gen_range(1..4));
commands.spawn(MapBundleManaged {
material: materials.add(map),
// Optional: apply a color gradient.
// MapAttributes define attributes per vertex so they can be changed without
// triggering re-upload of the map data to the GPU which can conserve performance
// for large maps
attributes: MapAttributes {
mix_color: vec![
Vec4::new(1.0, 0.0, 0.0, 1.0),
Vec4::new(0.0, 1.0, 0.0, 1.0),
Vec4::new(1.0, 1.0, 1.0, 1.0), // color gets multiplied, so this means no change
Vec4::new(0.0, 0.0, 1.0, 1.0),
],
..default()
},
..default()
});
} // startup
/// Highlight the currently hovered tile red, reset all other tiles
fn show_coordinate(
mut cursor_moved_events: EventReader<CursorMoved>,
mut camera_query: Query<(&GlobalTransform, &Camera), With<OrthographicProjection>>,
maps: Query<&Handle<Map>>,
mut materials: ResMut<Assets<Map>>,
) {
for event in cursor_moved_events.read() {
for map_handle in maps.iter() {
let map = materials.get_mut(map_handle).unwrap();
for (global, camera) in camera_query.iter_mut() {
// Translate viewport coordinates to world coordinates
if let Some(world) = camera
.viewport_to_world(global, event.position)
.map(|ray| ray.origin.truncate())
{
// The map can convert between world coordinates and map coordinates
let coord = map.world_to_map(world);
// Convert back to world coordinate to obtain a logical z index ("depth") of
// the tile
let world2 = map.map_to_world_3d(coord.extend(0.0));
println!("Map coordinate: {:?} World-Z: {:?}", coord, world2.z);
} // if Some(world)
} // for (global, camera)
} // for map
} // for event
} // highlight_hovered