feat: Set (1,1) to TileState::Empty on new game

This commit is contained in:
demenik
2025-12-09 18:22:40 +01:00
parent 04eb3d7c2e
commit eb0b8ca91a

View File

@@ -27,13 +27,28 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>, config: Res<Gam
let mut column = Vec::with_capacity(grid_height as usize); let mut column = Vec::with_capacity(grid_height as usize);
for y in 0..grid_height { for y in 0..grid_height {
let initial_state = if x == 1 && y == 1 {
TileState::Empty
} else {
TileState::Unclaimed
};
let tile_entity = commands let tile_entity = commands
.spawn(( .spawn((
Tile { x, y }, Tile { x, y },
TileState::Unclaimed, initial_state.clone(),
AseSlice { AseSlice {
name: "Unclaimed".into(), name: match initial_state {
aseprite: asset_server.load("tiles/tile-unclaimed.aseprite"), TileState::Unclaimed => "Unclaimed",
TileState::Empty => "Empty",
_ => unreachable!(),
}
.into(),
aseprite: asset_server.load(match initial_state {
TileState::Unclaimed => "tiles/tile-unclaimed.aseprite",
TileState::Empty => "tiles/tile-empty.aseprite",
_ => unreachable!(),
}),
}, },
Sprite::default(), Sprite::default(),
Transform::from_translation(grid_to_world_coords( Transform::from_translation(grid_to_world_coords(