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31
.github/workflows/deploy.yml
vendored
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name: Deploy to GitHub Pages
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on:
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push:
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branches:
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- main
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permissions:
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contents: write
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jobs:
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deploy:
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name: Deploy to GitHub Pages
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runs-on: ubuntu-latest
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steps:
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- name: Checkout repository
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uses: actions/checkout@v3
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- name: Clone fonts repository
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run: git clone https://github.com/touying-typ/fonts.git fonts --depth=1
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- name: Set up Python
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uses: actions/setup-python@v4
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with:
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python-version: '3.x'
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- name: Install Touying Exporter
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run: pip install touying
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- name: Build HTML File
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run: |
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mkdir build
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touying compile presentation.typ --output build/index.html --format html --font-paths fonts --font-paths assets/fonts
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- name: Deploy to GitHub Pages
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uses: JamesIves/github-pages-deploy-action@v4
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with:
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branch: gh-pages
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folder: build
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4
.github/workflows/typst.yml
vendored
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with:
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with:
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name: "${{ github.ref_name }} — ${{ env.DATE }}"
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name: "${{ github.ref_name }} — ${{ env.DATE }}"
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files: |
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files: |
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Cagulis_Kristians.Francis_kc22015.pdf
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kval_darbs_kristians_cagulis_kc22015.pdf
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reg_lapa_Cagulis_Kristians.Francis_kc22015.pdf
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documentary_page.pdf
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283
presentation.typ
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#import "@preview/touying:0.5.5": *
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#import themes.university: *
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#import "@preview/cetz:0.3.1"
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#import "@preview/fletcher:0.5.3" as fletcher: node, edge
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#import "@preview/ctheorems:1.1.3": *
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#import "@preview/numbly:0.1.0": numbly
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#import "src/diagrams.typ": *
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#set text(
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font: (
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"Times New Roman",
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"New Computer Modern",
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),
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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(
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font: (
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"JetBrainsMono NF",
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"JetBrains Mono",
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"Fira Code",
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),
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features: (calt: 0),
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)
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// cetz and fletcher bindings for touying
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#let cetz-canvas = touying-reducer.with(
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reduce: cetz.canvas,
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cover: cetz.draw.hide.with(bounds: true),
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)
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#let fletcher-diagram = touying-reducer.with(
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reduce: fletcher.diagram,
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cover: fletcher.hide,
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)
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#set figure(supplement: none)
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// Theorems configuration by ctheorems
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#show: thmrules.with(qed-symbol: $square$)
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#let theorem = thmbox("theorem", "Theorem", fill: rgb("#eeffee"))
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#let corollary = thmplain(
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"corollary",
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"Corollary",
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base: "theorem",
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titlefmt: strong,
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)
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#let definition = thmbox(
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"definition",
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"Definition",
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inset: (x: 1.2em, top: 1em),
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)
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#let example = thmplain("example", "Example").with(numbering: none)
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#let proof = thmproof("proof", "Proof")
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#show: university-theme.with(
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aspect-ratio: "16-9",
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config-info(
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title: [Spēles izstrāde, izmantojot Bevy spēļu dzinēju],
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subtitle: [Kvalifikācijas darbs],
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author: [Kristiāns Francis Cagulis kc22015],
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date: [2025],
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institution: [Latvijas Universitāte],
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),
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config-colors(
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primary: rgb("#575279"),
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secondary: rgb("#797593"),
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tertiary: rgb("#286983"),
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neutral-lightest: rgb("#faf4ed"),
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neutral-darkest: rgb("#575279"),
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),
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)
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#title-slide()
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#slide[
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= Pārskats
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- Entitāšu komponenšu sistēma (ECS)
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- Maze Ascension
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- Hexlab bibliotēka
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- Sešstūru implementācija
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- Saskarne
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- Rezultāti un secinājumi
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]
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= Entitāšu komponenšu sistēma (ECS)
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== Kas ir ECS?
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- Koncentrējas uz kompozīciju, nevis mantošanu.
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- Datu orientēta arhitektūra.
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- Nodalīti dati (komponentes) un uzvedība (sistēmas).
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== Datu izkārtojums
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// Here is an illustration to help you visualize the logical structure. The
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// checkmarks show what component types are present on each entity. Empty cells
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// mean that the component is not present. In this example, we have a player, a
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// camera, and several enemies.
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#context {
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show raw: set text(size: 16pt)
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table(
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columns: 7,
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[*Entity (ID)*],
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[*Transform*],
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[*Player*],
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[*Enemy*],
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[*Camera*],
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[*Health*],
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[*...*],
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`...`, "", "", "", "", "", "",
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"107",
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[#emoji.checkmark.heavy `<translation>`\ `<rotation>`\ `<scale>`],
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emoji.checkmark.heavy,
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"",
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"",
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[#emoji.checkmark.heavy `<50.0>`],
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"",
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"108",
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[#emoji.checkmark.heavy `<translation>`\ `<rotation>`\ `<scale>`],
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"",
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emoji.checkmark.heavy,
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"",
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[#emoji.checkmark.heavy `<25.0>`],
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"",
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"109",
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[#emoji.checkmark.heavy `<translation>`\ `<rotation>`\ `<scale>`],
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"",
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"",
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[#emoji.checkmark.heavy `<camera data>`],
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"",
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"",
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`...`,
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)
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}
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== Piemērs
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#context {
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show raw: set text(size: 16pt)
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```rust
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#[derive(Component)]
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struct Player;
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#[derive(Component)]
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struct Health {
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current: u32,
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max: u32
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}
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fn heal_player(
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mut query: Query<&mut Health, With<Player>>,
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time: Res<Time>,
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) {
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for mut health in query.iter_mut() {
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let new_health = health.current + 2. * time.delta_secs();
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health.current = new_health.min(health.max);
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}
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}
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```
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}
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= Maze Ascension
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== 1. Līmeņa DPD
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#figure(image("assets/images/diagrams/dpd1.png"))
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== Stāva modulis
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#figure(image("assets/images/diagrams/floor.png", width: 50%))
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= Hexlab bibliotēka
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#pagebreak()
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#figure(
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caption: link("https://crates.io/crates/hexlab"),
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image("assets/images/crates/hexlab.png", height: 92%),
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)
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== Labirinta ģenerēšanas funkcijas projektējums
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#grid(
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columns: (1fr, 1fr),
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figure(image("assets/images/diagrams/maze-gen.png")),
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figure(image("assets/images/diagrams/recursive.png")),
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)
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== Ģenerēšanas algoritms
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// recursive backtracking
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#figure(
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caption: link("https://en.wikipedia.org/wiki/Maze_generation_algorithm"),
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image("assets/videos/hexmaze/hexmaze.gif", height: 92%),
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)
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= Sešstūru implementācija
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== Attēlošana
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#grid(
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columns: 2,
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figure(image("assets/images/game/tile-spreadout.png", height: 100%)),
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figure(image("assets/images/game/tile.png", height: 100%)),
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)
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#figure(image("assets/images/game/grid.png", height: 100%))
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= Saskarne
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#pagebreak()
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#grid(
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columns: 2,
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figure(image("assets/images/game/main-menu.png")),
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)
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#figure(image("assets/videos/game/maze-game.gif"))
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#grid(
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columns: (1fr, 1fr),
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figure(image("assets/images/game/debug.png")),
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figure(image("assets/images/game/dev-tools.png")),
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||||||
)
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#figure(image("assets/videos/game/big-maze.gif"))
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= Secinājumi
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== Rezultāti
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||||||
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||||||
- 3D spēle izmantojot Bevy un Rust:
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||||||
- Procedurāla sešstūraina labirints ģenerēšana, izmantojot DFS.
|
|
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- Izveidota atkārtoti lietojama atvērtā pirmkoda bibliotēka "hexlab".
|
|
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- Efektīva līmeņa pārvaldība:
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|
||||||
- Vienmērīga pāreja starp labirinta līmeņiem.
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||||||
|
|
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== Turpmākie darbi
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|
||||||
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|
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- Īstenot vairāk labirintu ģenerēšanas paņēmienus/algoritmus.
|
|
||||||
- Ieviest jaunas mehānikas un papildspējas.
|
|
||||||
- Uzlabot vizuālo kvalitāti un spēlētāja izskatu.
|
|
||||||
- Izstrādāt daudzspēlētāju režīmu.
|
|
||||||
|
|
||||||
= Paldies par uzmanību!
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Jautājumi?
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#show: appendix
|
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|
|
||||||
= Galavārds
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== ECS vs OOP
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#grid(
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columns: (1fr, 1fr),
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gutter: 1em,
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[
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*ECS*
|
|
||||||
- Plakana hierarhija
|
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||||||
- Datu orientēta
|
|
||||||
- Kešatmiņai piemērots
|
|
||||||
- Paralēla apstrāde
|
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||||||
],
|
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[
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||||||
*OOP*
|
|
||||||
- Dziļa mantojamība (inheritance)
|
|
||||||
- Objektorientēta
|
|
||||||
- Kešatmiņa izkliedēts
|
|
||||||
- Secīga apstrāde
|
|
||||||
],
|
|
||||||
)
|
|
||||||
|
|
||||||
== Iedvesma
|
|
||||||
#figure(
|
|
||||||
caption: link("https://www.redblobgames.com/grids/hexagons/"),
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|
||||||
grid(
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||||||
columns: 2,
|
|
||||||
figure(image("assets/images/redblogmages/axial-coords.png", height: 92%)),
|
|
||||||
figure(image("assets/videos/coords/coords.gif", height: 92%)),
|
|
||||||
),
|
|
||||||
)
|
|
||||||
|
|
||||||
@ -3,5 +3,4 @@
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|||||||
#import "@preview/headcount:0.1.0"
|
#import "@preview/headcount:0.1.0"
|
||||||
#import "@preview/i-figured:0.2.4"
|
#import "@preview/i-figured:0.2.4"
|
||||||
#import "@preview/tablex:0.0.9"
|
#import "@preview/tablex:0.0.9"
|
||||||
#import "@preview/touying:0.5.5"
|
|
||||||
#import "@preview/wordometer:0.1.3"
|
#import "@preview/wordometer:0.1.3"
|
||||||
|
|||||||