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https://github.com/kristoferssolo/Qualification-Thesis.git
synced 2025-10-21 20:10:37 +00:00
feat(examples): add code snippets
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35
assets/code/hexlab/generation.rs
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35
assets/code/hexlab/generation.rs
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@ -0,0 +1,35 @@
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pub fn generate_backtracking(
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maze: &mut HexMaze,
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start_pos: Option<Hex>,
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seed: Option<u64>,
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) {
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if maze.is_empty() {
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return;
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}
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let start = start_pos.unwrap_or(Hex::ZERO);
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let mut visited = HashSet::new();
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let mut rng: Box<dyn RngCore> = seed.map_or_else(
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|| Box::new(thread_rng()) as Box<dyn RngCore>,
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|seed| Box::new(ChaCha8Rng::seed_from_u64(seed)) as Box<dyn RngCore>,
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);
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recursive_backtrack(maze, start, &mut visited, &mut rng);
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}
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fn recursive_backtrack<R: Rng>(
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maze: &mut HexMaze,
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current: Hex,
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visited: &mut HashSet<Hex>,
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rng: &mut R,
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) {
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visited.insert(current);
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let mut directions = EdgeDirection::ALL_DIRECTIONS;
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directions.shuffle(rng);
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for direction in directions {
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let neighbor = current + direction;
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if maze.get_tile(&neighbor).is_some() && !visited.contains(&neighbor) {
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maze.remove_tile_wall(¤t, direction);
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maze.remove_tile_wall(&neighbor, direction.const_neg());
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recursive_backtrack(maze, neighbor, visited, rng);
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}
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}
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}
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32
assets/code/hexlab/structs.rs
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32
assets/code/hexlab/structs.rs
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@ -0,0 +1,32 @@
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#[derive(Default)]
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pub struct MazeBuilder {
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radius: Option<u32>,
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seed: Option<u64>,
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generator_type: GeneratorType,
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start_position: Option<Hex>,
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}
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#[derive(Debug, Clone, Copy, Default)]
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pub enum GeneratorType {
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#[default]
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RecursiveBacktracking,
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}
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#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
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#[derive(Debug, Clone, Default, PartialEq, Eq)]
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pub struct HexMaze(HashMap<Hex, HexTile>);
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#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
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#[cfg_attr(feature = "bevy", derive(Reflect, Component))]
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#[cfg_attr(feature = "bevy", reflect(Component))]
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#[derive(Debug, Clone, Default, PartialEq, Eq)]
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pub struct HexTile {
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pub(crate) pos: Hex,
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pub(crate) walls: Walls,
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}
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#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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#[cfg_attr(feature = "bevy", derive(Reflect, Component))]
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#[cfg_attr(feature = "bevy", reflect(Component))]
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pub struct Walls(u8);
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32
assets/code/maze-ascension/components.rs
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32
assets/code/maze-ascension/components.rs
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@ -0,0 +1,32 @@
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#[derive(Component, Default)]
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pub struct Music;
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#[derive(Component, Default)]
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pub struct SoundEffect;
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq, Default, Reflect)]
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#[reflect(Component)]
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pub struct Player;
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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pub struct MovementController {
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pub intent: Vec2,
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pub max_speed: f32,
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}
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#[derive(Component, Reflect)]
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#[reflect(Component)]
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pub struct PlayerAnimation {
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timer: Timer,
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frame: usize,
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state: PlayerAnimationState,
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}
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#[derive(Component, Debug, Reflect)]
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#[reflect(Component)]
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pub struct InteractionPalette {
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pub none: Color,
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pub hovered: Color,
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pub pressed: Color,
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}
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141
assets/code/maze-ascension/maze_generation.rs
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141
assets/code/maze-ascension/maze_generation.rs
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@ -0,0 +1,141 @@
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pub(super) fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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config: Res<MazeConfig>,
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layout: Res<Layout>,
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) {
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let maze = MazeBuilder::new()
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.with_radius(config.radius)
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.with_seed(0)
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.with_generator(GeneratorType::RecursiveBacktracking)
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.build()
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.expect("Something went wrong while creating maze");
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let assets = create_base_assets(&mut meshes, &mut materials, &config);
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commands
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.spawn((
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Name::new("Floor"),
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SpatialBundle {
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transform: Transform::from_translation(Vec3::ZERO),
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..default()
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},
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))
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.with_children(|parent| {
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for tile in maze.values() {
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spawn_single_hex_tile(
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parent,
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&assets,
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tile,
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&layout.0,
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config.height,
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)
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}
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});
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}
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fn spawn_single_hex_tile(
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parent: &mut ChildBuilder,
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assets: &MazeAssets,
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tile: &HexTile,
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layout: &HexLayout,
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hex_height: f32,
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) {
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dbg!(tile);
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let world_pos = tile.to_vec3(layout);
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let rotation = match layout.orientation {
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HexOrientation::Pointy => Quat::from_rotation_y(0.0),
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HexOrientation::Flat => Quat::from_rotation_y(FRAC_PI_6), // 30 degrees rotation
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};
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parent
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.spawn((
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Name::new(format!("Hex {}", tile.to_string())),
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PbrBundle {
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mesh: assets.hex_mesh.clone(),
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material: assets.hex_material.clone(),
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transform: Transform::from_translation(world_pos)
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.with_rotation(rotation),
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..default()
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},
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))
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.with_children(|parent| {
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spawn_walls(parent, assets, hex_height / 2., &tile.walls())
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});
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}
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fn spawn_walls(
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parent: &mut ChildBuilder,
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assets: &MazeAssets,
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y_offset: f32,
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walls: &Walls,
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) {
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let z_rotation = Quat::from_rotation_z(-FRAC_PI_2);
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for i in 0..6 {
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if !walls.contains(i) {
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continue;
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}
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let wall_angle = -FRAC_PI_3 * i as f32;
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let x_offset = (HEX_SIZE - WALL_SIZE) * f32::cos(wall_angle);
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let z_offset = (HEX_SIZE - WALL_SIZE) * f32::sin(wall_angle);
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let pos = Vec3::new(x_offset, y_offset, z_offset);
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let x_rotation = Quat::from_rotation_x(wall_angle + FRAC_PI_2);
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let final_rotation = z_rotation * x_rotation;
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spawn_single_wall(parent, assets, final_rotation, pos);
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}
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}
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fn spawn_single_wall(
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parent: &mut ChildBuilder,
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asstets: &MazeAssets,
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rotation: Quat,
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offset: Vec3,
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) {
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parent.spawn((
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Name::new("Wall"),
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PbrBundle {
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mesh: asstets.wall_mesh.clone(),
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material: asstets.wall_material.clone(),
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transform: Transform::from_translation(offset)
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.with_rotation(rotation),
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..default()
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},
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));
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}
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fn create_base_assets(
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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config: &Res<MazeConfig>,
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) -> MazeAssets {
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MazeAssets {
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hex_mesh: meshes.add(generate_hex_mesh(HEX_SIZE, config.height)),
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wall_mesh: meshes.add(generate_square_mesh(HEX_SIZE)),
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hex_material: materials.add(white_material()),
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wall_material: materials.add(Color::BLACK),
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}
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}
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fn generate_hex_mesh(radius: f32, depth: f32) -> Mesh {
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let hexagon = RegularPolygon {
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sides: 6,
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circumcircle: Circle::new(radius),
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};
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let prism_shape = Extrusion::new(hexagon, depth);
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let rotation = Quat::from_rotation_x(FRAC_PI_2);
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Mesh::from(prism_shape).rotated_by(rotation)
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}
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fn generate_square_mesh(depth: f32) -> Mesh {
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let square = Rectangle::new(WALL_SIZE, WALL_SIZE);
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let rectangular_prism = Extrusion::new(square, depth);
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let rotation = Quat::from_rotation_x(FRAC_PI_2);
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Mesh::from(rectangular_prism).rotated_by(rotation)
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}
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1
assets/code/rustfmt.toml
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1
assets/code/rustfmt.toml
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@ -0,0 +1 @@
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max_width = 80
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18
code.typ
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18
code.typ
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@ -0,0 +1,18 @@
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#import "utils.typ": *
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"hexlab" bibliotēkas datu struktūras un svarīgās funkcijas.
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#context {
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set par.line(numbering: "1")
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codeblock("./assets/code/hexlab/structs.rs", "rust")
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codeblock("./assets/code/hexlab/generation.rs", "rust")
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}
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Spēles datu struktūras un svarīgās funkcijas.
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#context {
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set par.line(numbering: "1")
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codeblock("./assets/code/maze-ascension/components.rs", "rust")
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codeblock("./assets/code/maze-ascension/maze_generation.rs", "rust")
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}
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@ -31,10 +31,13 @@
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paper: "a4",
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)
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set text(
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//font: "New Computer Modern",
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font: "CMU", size: 12pt, hyphenate: auto, lang: "lv", region: "lv",
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font: "Times New Roman",
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size: 12pt,
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hyphenate: auto,
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lang: "lv",
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region: "lv",
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)
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show raw: set text(font: "New Computer Modern Mono")
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show raw: set text(font: "JetBrainsMono NF")
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show math.equation: set text(weight: 400)
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77
main.typ
77
main.typ
@ -253,45 +253,71 @@ pienākumi, un tas ietver funkcijas, kas veicina kopējo spēles sistēmu.
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tablex(
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columns: (auto, 1fr, auto),
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/* --- header --- */
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[*Modulis*], [*Funkcija*], [*Identifikators*],
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[*Modulis*],
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[*Funkcija*],
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[*Identifikators*],
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/* -------------- */
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rowspanx(3)[Ievades apstrādes modulis],
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[Ievades notikumu apstrāde], [],
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[Ievades stāvokļa atjaunināšana], [],
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[Ievades validācija], [],
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[Ievades notikumu apstrāde],
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[],
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[Ievades stāvokļa atjaunināšana],
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[],
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[Ievades validācija],
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[],
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rowspanx(4)[Spēles stāvokļa pārvaldības modulis],
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[Spēļu stāvokļa pārvaldība], [],
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[Spēles cilpas pārvaldība], [],
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[Stāvokļu pāreju apstrāde], [],
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[Spēles notikumu apstrāde], [],
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[Spēļu stāvokļa pārvaldība],
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[],
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[Spēles cilpas pārvaldība],
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[],
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[Stāvokļu pāreju apstrāde],
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[],
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[Spēles notikumu apstrāde],
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[],
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rowspanx(4)[Spēlētāja modulis],
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[Kustības vadība], [],
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[Sadursmju apstrāde], [],
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[Papildsēju pārvaldība], [],
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[Spēlētāju stāvokļa atjaunināšana], [],
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[Kustības vadība],
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[],
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[Sadursmju apstrāde],
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[],
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[Papildsēju pārvaldība],
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[],
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[Spēlētāju stāvokļa atjaunināšana],
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[],
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rowspanx(1)[Labirinta ģenerēšanas modulis],
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[Labirinta būvētājs], [#link(<LGMF01>)[LGMF01]],
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[Labirinta būvētājs],
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[#link(<LGMF01>)[LGMF01]],
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rowspanx(5)[Līmeņu pārvaldības modulis],
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[Līmeņu ielāde], [],
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[Progresa izsekošana], [],
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[Pāreju apstrāde], [],
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[Stāvokļa saglabāšana], [],
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[Stāvokļa ielāde], [],
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[Līmeņu ielāde],
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[],
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[Progresa izsekošana],
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[],
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[Pāreju apstrāde],
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[],
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[Stāvokļa saglabāšana],
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[],
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[Stāvokļa ielāde],
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[],
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rowspanx(4)[Renderēšanas modulis],
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[Labirinta renderēšana], [],
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[Spēlētāja renderēšana], [],
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[Lietotājsaskarnes renderēšana], [],
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[Vizuālo efektu renderēšana], [],
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[Labirinta renderēšana],
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[],
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[Spēlētāja renderēšana],
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[],
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[Lietotājsaskarnes renderēšana],
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[],
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[Vizuālo efektu renderēšana],
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[],
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rowspanx(3)[Audio modulis],
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[Skaņas efektu atskaņošana], [],
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[Mūzikas pārvaldība], [],
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[Audio stāvokļu apstrāde], [],
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[Skaņas efektu atskaņošana],
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[],
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[Mūzikas pārvaldība],
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[],
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[Audio stāvokļu apstrāde],
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[],
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),
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) <function-modules>
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@ -522,6 +548,7 @@ Versiju specifikācija notiek pēc semantiskās versiju atlases@sem_ver (MAJOR.M
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)
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#heading("Pielikumi", numbering: none)
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// #include "code.typ"
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// #include "doc.typ"
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