feat(hex): generate a hex grid

This commit is contained in:
Kristofers Solo 2024-09-18 13:05:58 +03:00
parent 3f0ba6d0d8
commit 0a64641941
9 changed files with 349 additions and 10 deletions

12
Cargo.lock generated
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@ -2137,6 +2137,17 @@ version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "dfa686283ad6dd069f105e5ab091b04c62850d3e4cf5d67debad1933f55023df"
[[package]]
name = "hexx"
version = "0.18.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8c40cfb11c06c0b7051c2c0df030c57c65921db962ee2b8e89de218bb749f173"
dependencies = [
"bevy_reflect",
"glam",
"serde",
]
[[package]]
name = "image"
version = "0.25.2"
@ -3600,6 +3611,7 @@ name = "the-labyrinth-of-echoes"
version = "0.0.3"
dependencies = [
"bevy",
"hexx",
"log",
"rand",
"tracing",

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@ -17,6 +17,7 @@ tracing = { version = "0.1", features = [
"max_level_debug",
"release_max_level_warn",
] }
hexx = { version = "0.18", features = ["bevy_reflect"] }
[features]
default = [
@ -35,6 +36,7 @@ dev_native = [
# Enable embedded asset hot reloading for native dev builds.
"bevy/embedded_watcher",
]
demo = []
# Idiomatic Bevy code often triggers these lints, and the CI workflow treats them as errors.

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@ -1,10 +1,13 @@
mod asset_tracking;
pub mod audio;
#[cfg(feature = "demo")]
mod demo;
#[cfg(feature = "dev")]
mod dev_tools;
mod screens;
mod theme;
#[cfg(not(feature = "demo"))]
mod tiles;
use bevy::{
asset::AssetMetaCheck,
@ -57,7 +60,10 @@ impl Plugin for AppPlugin {
// Add other plugins.
app.add_plugins((
asset_tracking::plugin,
#[cfg(feature = "demo")]
demo::plugin,
#[cfg(not(feature = "demo"))]
tiles::plugin,
screens::plugin,
theme::plugin,
));

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@ -2,10 +2,11 @@
use bevy::{input::common_conditions::input_just_pressed, prelude::*};
use crate::{
asset_tracking::LoadResource, audio::Music, demo::level::spawn_level as spawn_level_command,
screens::Screen,
};
#[cfg(feature = "demo")]
use crate::demo::level::spawn_level as spawn_level_command;
#[cfg(not(feature = "demo"))]
use crate::tiles::level::spawn_level as spawn_level_command;
use crate::{asset_tracking::LoadResource, audio::Music, screens::Screen};
pub(super) fn plugin(app: &mut App) {
app.add_systems(OnEnter(Screen::Gameplay), spawn_level);

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@ -4,7 +4,6 @@
use bevy::prelude::*;
use crate::{
demo::player::PlayerAssets,
screens::{credits::CreditsMusic, gameplay::GameplayMusic, Screen},
theme::{interaction::InteractionAssets, prelude::*},
};
@ -35,13 +34,9 @@ fn continue_to_title_screen(mut next_screen: ResMut<NextState<Screen>>) {
}
fn all_assets_loaded(
player_assets: Option<Res<PlayerAssets>>,
interaction_assets: Option<Res<InteractionAssets>>,
credits_music: Option<Res<CreditsMusic>>,
gameplay_music: Option<Res<GameplayMusic>>,
) -> bool {
player_assets.is_some()
&& interaction_assets.is_some()
&& credits_music.is_some()
&& gameplay_music.is_some()
interaction_assets.is_some() && credits_music.is_some() && gameplay_music.is_some()
}

20
src/tiles/level.rs Normal file
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@ -0,0 +1,20 @@
//! Spawn the main level.
use bevy::{ecs::world::Command, prelude::*};
use crate::tiles::player::SpawnPlayer;
use super::tile::{self, GridSettings, SpawnGrid};
pub(super) fn plugin(app: &mut App) {
app.insert_resource(GridSettings::default());
app.add_plugins(tile::plugin);
}
/// A [`Command`] to spawn the level.
/// Functions that accept only `&mut World` as their parameter implement [`Command`].
/// We use this style when a command requires no configuration.
pub fn spawn_level(world: &mut World) {
SpawnGrid.apply(world);
SpawnPlayer.apply(world);
}

8
src/tiles/mod.rs Normal file
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@ -0,0 +1,8 @@
use bevy::prelude::*;
pub mod level;
pub mod player;
pub mod tile;
pub(super) fn plugin(app: &mut App) {
app.add_plugins((player::plugin, level::plugin));
}

112
src/tiles/player.rs Normal file
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@ -0,0 +1,112 @@
use bevy::{
color::palettes::css::BLUE,
ecs::{system::RunSystemOnce, world::Command},
prelude::*,
};
use hexx::{Hex, HexLayout, HexOrientation};
use crate::screens::Screen;
use super::tile::{GridSettings, HexDirection, Tile};
pub(super) fn plugin(app: &mut App) {
app.register_type::<Player>();
// app.add_systems(Update, move_player);
}
#[derive(Debug)]
pub struct SpawnPlayer;
impl Command for SpawnPlayer {
fn apply(self, world: &mut World) {
world.run_system_once(spawn_player);
}
}
#[derive(Debug, Reflect, Component)]
#[reflect(Component)]
pub struct Player {
position: Hex,
}
fn spawn_player(mut commands: Commands, grid_settings: Res<GridSettings>) {
let starting_hex = Hex::ZERO;
let layout = HexLayout {
orientation: HexOrientation::Pointy,
origin: Vec2::ZERO,
hex_size: grid_settings.hex_size,
..default()
};
let world_pos = layout.hex_to_world_pos(starting_hex);
commands.spawn((
Name::new("Player"),
SpriteBundle {
sprite: Sprite {
color: BLUE.into(),
custom_size: Some(grid_settings.hex_size * 0.8),
..default()
},
transform: Transform::from_translation(world_pos.extend(1.)),
..default()
},
Player {
position: starting_hex,
},
StateScoped(Screen::Gameplay),
));
}
fn move_player(
input: Res<ButtonInput<KeyCode>>,
grid_settings: Res<GridSettings>,
mut player_query: Query<&mut Player>,
tile_query: Query<&Tile>,
) {
let mut player = player_query.single_mut();
if let Some(direction) = get_move_direction(&input) {
let current_tile = tile_query
.iter()
.find(|tile| tile.position == player.position)
.unwrap();
if current_tile.has_wall(&direction) {
return;
}
let hexx_direction = direction.to_hexx_direction();
player.position = player.position + hexx_direction;
let layout = HexLayout {
orientation: HexOrientation::Pointy,
origin: Vec2::ZERO,
hex_size: grid_settings.hex_size,
..default()
};
let world_pos = layout.hex_to_world_pos(player.position);
}
}
fn get_move_direction(input: &Res<ButtonInput<KeyCode>>) -> Option<HexDirection> {
if input.just_pressed(KeyCode::KeyW) {
return Some(HexDirection::Top);
}
if input.just_pressed(KeyCode::KeyE) {
return Some(HexDirection::TopRight);
}
if input.just_pressed(KeyCode::KeyD) {
return Some(HexDirection::BottomRight);
}
if input.just_pressed(KeyCode::KeyS) {
return Some(HexDirection::Bottom);
}
if input.just_pressed(KeyCode::KeyA) {
return Some(HexDirection::BottomLeft);
}
if input.just_pressed(KeyCode::KeyQ) {
return Some(HexDirection::TopLeft);
}
None
}

183
src/tiles/tile.rs Normal file
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@ -0,0 +1,183 @@
use bevy::{
color::palettes::css::GRAY,
ecs::{system::RunSystemOnce, world::Command},
prelude::*,
utils::hashbrown::{HashMap, HashSet},
};
use hexx::{EdgeDirection, Hex, HexLayout, HexOrientation};
use rand::{seq::IteratorRandom, thread_rng};
pub(super) fn plugin(app: &mut App) {
app.add_systems(Startup, generate_maze);
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
pub enum HexDirection {
Top,
TopRight,
BottomRight,
Bottom,
BottomLeft,
TopLeft,
}
#[derive(Debug)]
pub struct SpawnGrid;
impl Command for SpawnGrid {
fn apply(self, world: &mut World) {
world.run_system_once(setup_hex_grid);
}
}
impl HexDirection {
pub fn to_hexx_direction(self) -> EdgeDirection {
self.into()
}
pub const ALL: [HexDirection; 6] = [
Self::Top,
Self::TopRight,
Self::BottomRight,
Self::Bottom,
Self::BottomLeft,
Self::TopLeft,
];
pub fn opposite(&self) -> Self {
match self {
Self::Top => Self::Bottom,
Self::TopRight => Self::BottomLeft,
Self::BottomRight => Self::TopLeft,
Self::Bottom => Self::Top,
Self::BottomLeft => Self::TopRight,
Self::TopLeft => Self::BottomRight,
}
}
}
impl From<HexDirection> for EdgeDirection {
fn from(value: HexDirection) -> Self {
match value {
HexDirection::Top => Self::FLAT_NORTH,
HexDirection::TopRight => Self::FLAT_NORTH_EAST,
HexDirection::BottomRight => Self::FLAT_SOUTH_EAST,
HexDirection::Bottom => Self::FLAT_SOUTH,
HexDirection::BottomLeft => Self::FLAT_SOUTH_WEST,
HexDirection::TopLeft => Self::FLAT_NORTH_WEST,
}
}
}
#[derive(Debug, Reflect, Resource)]
#[reflect(Resource)]
pub struct GridSettings {
pub radius: u32,
pub hex_size: Vec2,
}
#[derive(Debug, Clone, Reflect, Component)]
#[reflect(Component)]
pub struct Tile {
pub position: Hex,
pub walls: HashMap<HexDirection, bool>,
}
impl Tile {
pub fn new(position: Hex) -> Self {
let mut walls = HashMap::new();
for direction in HexDirection::ALL {
walls.insert(direction, true);
}
Self { position, walls }
}
pub fn has_wall(&self, direction: &HexDirection) -> bool {
*self.walls.get(direction).unwrap_or(&false)
}
pub fn remove_wall(&mut self, direction: HexDirection) {
self.walls.insert(direction, false);
}
}
impl Default for GridSettings {
fn default() -> Self {
Self {
radius: 5,
hex_size: Vec2::splat(32.),
}
}
}
pub fn setup_hex_grid(mut commands: Commands, grid_settings: Res<GridSettings>) {
let GridSettings { radius, hex_size } = *grid_settings;
let layout = HexLayout {
orientation: HexOrientation::Pointy,
origin: Vec2::ZERO,
hex_size,
..default()
};
let hexes = Hex::ZERO.range(radius);
for hex in hexes {
let world_pos = layout.hex_to_world_pos(hex);
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: GRAY.into(),
custom_size: Some(hex_size),
..default()
},
transform: Transform::from_translation(world_pos.extend(0.)),
..default()
},
Tile::new(hex),
));
}
}
pub fn generate_maze(mut tile_query: Query<&mut Tile>, grid_settings: Res<GridSettings>) {
let radius = grid_settings.radius;
let mut tiles = tile_query
.iter_mut()
.map(|tile| (tile.position, tile.clone()))
.collect::<HashMap<Hex, Tile>>();
let mut rng = thread_rng();
let mut visited = HashSet::new();
let mut stack = Vec::new();
let start_hex = Hex::ZERO;
visited.insert(start_hex);
stack.push(start_hex);
while let Some(current_hex) = stack.pop() {
let mut unvisited_neighbors = Vec::new();
for direction in HexDirection::ALL {
let neighbor_hex = current_hex + direction.to_hexx_direction();
if neighbor_hex.distance_to(Hex::ZERO) > radius as i32 {
continue;
}
if !visited.contains(&neighbor_hex) {
unvisited_neighbors.push((neighbor_hex, direction));
}
}
if !unvisited_neighbors.is_empty() {
stack.push(current_hex);
let &(neighbor_hex, direction) = unvisited_neighbors.iter().choose(&mut rng).unwrap();
if let Some(current_tile) = tiles.get_mut(&current_hex) {
current_tile.remove_wall(direction);
}
if let Some(neighbor_tile) = tiles.get_mut(&neighbor_hex) {
neighbor_tile.remove_wall(direction.opposite());
}
visited.insert(neighbor_hex);
stack.push(neighbor_hex);
}
}
}