use bevy::prelude::*;
use rand::{thread_rng, Rng};
use seldom_pixel::prelude::*;
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: Vec2::splat(512.).into(),
..default()
}),
..default()
}),
PxPlugin::<Layer>::new(UVec2::splat(16), "palette/palette_1.palette.png"),
))
.insert_resource(ClearColor(Color::BLACK))
.add_systems(Startup, init)
.run();
}
fn init(assets: Res<AssetServer>, mut commands: Commands) {
commands.spawn(Camera2d);
let mut tiles = PxTiles::new(UVec2::splat(4));
let dim = assets.load("filter/dim.px_filter.png");
let mut rng = thread_rng();
for x in 0..4 {
for y in 0..4 {
tiles.set(
Some(
commands
.spawn((
PxTile::from(rng.gen_range(0..4)),
PxFilter(dim.clone()),
))
.id(),
),
UVec2::new(x, y),
);
}
}
commands.spawn((
PxMap {
tiles,
tileset: assets.load("tileset/tileset.px_tileset.png"),
},
PxFilter(assets.load("filter/invert.px_filter.png")),
));
}
#[px_layer]
struct Layer;