Set falling sand chunk texure to random colours each frame
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@ -1893,6 +1893,7 @@ name = "haranae-rs"
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version = "0.1.0"
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dependencies = [
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"bevy",
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"rand",
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]
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[[package]]
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@ -2671,6 +2672,12 @@ dependencies = [
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"unicode-xid",
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]
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[[package]]
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name = "ppv-lite86"
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version = "0.2.17"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "5b40af805b3121feab8a3c29f04d8ad262fa8e0561883e7653e024ae4479e6de"
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[[package]]
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name = "proc-macro-crate"
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version = "1.3.1"
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@ -2711,6 +2718,36 @@ version = "0.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "17fd96390ed3feda12e1dfe2645ed587e0bea749e319333f104a33ff62f77a0b"
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[[package]]
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name = "rand"
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version = "0.8.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "34af8d1a0e25924bc5b7c43c079c942339d8f0a8b57c39049bef581b46327404"
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dependencies = [
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"libc",
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"rand_chacha",
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"rand_core",
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]
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[[package]]
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name = "rand_chacha"
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version = "0.3.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e6c10a63a0fa32252be49d21e7709d4d4baf8d231c2dbce1eaa8141b9b127d88"
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dependencies = [
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"ppv-lite86",
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"rand_core",
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]
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[[package]]
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name = "rand_core"
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version = "0.6.4"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "ec0be4795e2f6a28069bec0b5ff3e2ac9bafc99e6a9a7dc3547996c5c816922c"
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dependencies = [
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"getrandom",
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]
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[[package]]
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name = "range-alloc"
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version = "0.1.3"
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@ -7,6 +7,7 @@ edition = "2021"
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[dependencies]
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bevy = "0.12.1"
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rand = "0.8.5"
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[profile.dev.package."*"]
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opt-level = 3
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@ -11,12 +11,14 @@ use bevy::{
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sprite::SpriteBundle,
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transform::components::Transform,
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};
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use rand::random;
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pub struct FallingSandPlugin;
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impl Plugin for FallingSandPlugin {
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fn build(&self, app: &mut bevy::prelude::App) {
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app.add_systems(Startup, setup);
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app.add_systems(Update, update_chunk_texture_system);
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}
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}
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@ -34,9 +36,44 @@ fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
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let image_handle = images.add(image);
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commands.spawn(SpriteBundle {
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texture: image_handle,
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transform: Transform::from_translation(Vec3::new(256., 0., 0.)),
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..default()
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});
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commands
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.spawn(Chunk {
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width: 256,
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height: 256,
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})
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.insert(SpriteBundle {
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texture: image_handle,
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transform: Transform::from_translation(Vec3::new(256., 0., 0.)),
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..default()
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});
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}
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#[derive(Component)]
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pub struct Chunk {
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width: usize,
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height: usize,
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}
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pub fn update_chunk_texture_system(
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mut images: ResMut<Assets<Image>>,
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mut chunk: Query<(&mut Chunk, &Handle<Image>)>,
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) {
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// We know for now there's only one chunk
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let chunk = chunk.get_single_mut();
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if chunk.is_err() {
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return;
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}
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let (chunk, image_handle) = chunk.unwrap();
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let image = images.get_mut(image_handle).unwrap();
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for y in 0..chunk.height {
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for x in 0..chunk.width {
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// Just set each pixel to random colours for now
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let index = (x + y * chunk.width) * 4;
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image.data[index] = random::<u8>();
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image.data[index + 1] = random::<u8>();
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image.data[index + 2] = random::<u8>();
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image.data[index + 3] = 255;
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}
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}
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}
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