bevy/examples/2d/tilemap_chunk.rs
2025-07-01 19:57:32 +02:00

97 lines
2.9 KiB
Rust

//! Shows a tilemap chunk rendered with a single draw call.
use bevy::{
prelude::*,
sprite::{TilemapChunk, TilemapChunkIndices},
};
use rand::{Rng, SeedableRng};
use rand_chacha::ChaCha8Rng;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
.add_systems(Startup, setup)
.add_systems(Update, (update_tileset_image, update_tilemap))
.run();
}
#[derive(Component, Deref, DerefMut)]
struct UpdateTimer(Timer);
#[derive(Resource, Deref, DerefMut)]
struct SeededRng(ChaCha8Rng);
fn setup(mut commands: Commands, assets: Res<AssetServer>) {
// We're seeding the PRNG here to make this example deterministic for testing purposes.
// This isn't strictly required in practical use unless you need your app to be deterministic.
let mut rng = ChaCha8Rng::seed_from_u64(42);
let chunk_size = UVec2::splat(64);
let tile_display_size = UVec2::splat(8);
let tileset = assets.load("textures/array_texture.png");
for x in 0..2 {
for y in 0..2 {
let indices: Vec<Option<u16>> = (0..chunk_size.element_product())
.map(|_| rng.gen_range(0..5))
.map(|i| if i == 0 { None } else { Some(i - 1) })
.collect();
commands.spawn((
TilemapChunk {
chunk_size,
tile_display_size,
tileset: tileset.clone(),
..default()
},
TilemapChunkIndices(indices),
Transform::from_translation(Vec3::new(
x as f32 * 512.0 - 256.0,
y as f32 * 512.0 - 256.0,
0.0,
)),
UpdateTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
));
}
}
commands.spawn(Camera2d);
commands.insert_resource(SeededRng(rng));
}
fn update_tileset_image(
chunk_query: Query<&TilemapChunk>,
mut events: EventReader<AssetEvent<Image>>,
mut images: ResMut<Assets<Image>>,
) {
for event in events.read() {
if let AssetEvent::LoadedWithDependencies { id } = event {
for chunk in chunk_query.iter() {
if chunk.tileset.id() == *id {
let image = images.get_mut(&chunk.tileset).unwrap();
image.reinterpret_stacked_2d_as_array(4);
break;
}
}
}
}
}
fn update_tilemap(
time: Res<Time>,
mut query: Query<(&mut TilemapChunkIndices, &mut UpdateTimer)>,
mut rng: ResMut<SeededRng>,
) {
for (mut indices, mut timer) in query.iter_mut() {
timer.tick(time.delta());
if timer.just_finished() {
for _ in 0..50 {
let index = rng.gen_range(0..indices.len());
indices[index] = Some(rng.gen_range(0..5));
}
}
}
}