mirror of
https://github.com/kristoferssolo/maze-ascension.git
synced 2025-10-21 19:20:34 +00:00
feat(grid): draw 3d hex grid
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1a8eeb97b5
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@ -63,7 +63,7 @@ impl Plugin for AppPlugin {
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#[cfg(feature = "demo")]
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demo::plugin,
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#[cfg(not(feature = "demo"))]
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maze::MazePlugin,
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maze::plugin::MazePlugin::default(),
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screens::plugin,
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theme::plugin,
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));
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@ -91,7 +91,7 @@ fn spawn_camera(mut commands: Commands) {
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commands.spawn((
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Name::new("Camera"),
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Camera3dBundle {
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transform: Transform::from_xyz(0., 15., 10.).looking_at(Vec3::ZERO, Vec3::Y),
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transform: Transform::from_xyz(0., 100., 0.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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},
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// Render all UI to this camera.
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@ -1,31 +1,11 @@
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use bevy::{
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ecs::{system::RunSystemOnce, world::Command},
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prelude::*,
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};
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use grid::{generate_maze, plugin, render_maze, spawn_hex_grid};
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use bevy::{ecs::world::Command, prelude::*};
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use plugin::MazePlugin;
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pub mod grid;
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pub mod plugin;
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pub mod prism;
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pub mod resource;
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pub mod tile;
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pub struct MazePlugin;
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impl Plugin for MazePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(prism::plugin);
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app.add_plugins(plugin);
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}
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}
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impl Command for MazePlugin {
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fn apply(self, world: &mut World) {
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// world.run_system_once(spawn_hex_grid);
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// world.run_system_once(generate_maze);
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// world.run_system_once(render_maze);
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world.run_system_once(prism::setup);
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}
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}
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pub fn spawn_grid(world: &mut World) {
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MazePlugin.apply(world);
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MazePlugin::default().apply(world);
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}
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25
src/maze/plugin.rs
Normal file
25
src/maze/plugin.rs
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@ -0,0 +1,25 @@
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use bevy::{
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ecs::{system::RunSystemOnce, world::Command},
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prelude::*,
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};
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use super::{grid, prism};
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#[derive(Default)]
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pub(crate) struct MazePlugin;
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impl Plugin for MazePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins(prism::plugin);
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app.add_plugins(grid::plugin);
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}
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}
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impl Command for MazePlugin {
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fn apply(self, world: &mut World) {
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// world.run_system_once(spawn_hex_grid);
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// world.run_system_once(generate_maze);
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// world.run_system_once(render_maze);
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world.run_system_once(prism::setup);
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}
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}
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@ -1,48 +1,20 @@
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use bevy::prelude::*;
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use std::f32::consts::FRAC_PI_2;
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use super::{
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resource::{Layout, MazeConfig},
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tile::Tile,
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};
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pub(super) fn plugin(app: &mut App) {
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app.add_systems(Update, spawn_light);
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}
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#[derive(Debug, Reflect, Component)]
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#[reflect(Component)]
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struct Prism {
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radius: f32,
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height: f32,
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}
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struct PrismParams {
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position: Vec3,
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radius: f32,
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height: f32,
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}
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impl From<Vec3> for PrismParams {
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fn from(value: Vec3) -> Self {
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Self {
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position: value,
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..default()
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}
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}
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}
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impl Default for PrismParams {
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fn default() -> Self {
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Self {
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position: Vec3::ZERO,
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radius: 2.,
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height: 4.,
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}
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}
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app.add_systems(Startup, spawn_light);
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}
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pub(super) fn spawn_light(mut commands: Commands) {
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commands.spawn((
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Name::new("Light Source"),
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PointLightBundle {
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point_light: PointLight { ..default() },
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transform: Transform::from_xyz(5., 10., 5.),
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transform: Transform::from_xyz(0., 50., 0.),
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..default()
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},
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));
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@ -52,31 +24,51 @@ 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 prism_material = materials.add(Color::WHITE);
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let radius = config.radius as i32;
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let prisms: Vec<PrismParams> = vec![Vec3::ZERO.into()];
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let rotation = Quat::from_rotation_x(-FRAC_PI_2);
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let material = materials.add(Color::WHITE);
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let prism_mesh = generate_hex_prism_mesh(layout.hex_size.x, config.height);
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let mesh = meshes.add(prism_mesh);
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for params in prisms {
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let hexagon = RegularPolygon {
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sides: 6,
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circumcircle: Circle::new(params.radius),
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};
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let prism_shape = Extrusion::new(hexagon, params.height);
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let prism_mesh = meshes.add(Mesh::from(prism_shape));
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commands.spawn((
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PbrBundle {
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mesh: prism_mesh,
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material: prism_material.clone(),
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transform: Transform::from_translation(params.position)
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.with_rotation(Quat::from_rotation_x(FRAC_PI_2)),
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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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Prism {
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radius: params.radius,
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height: params.height,
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},
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));
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}
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))
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.with_children(|p| {
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for q in -radius..=radius {
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let r1 = (-radius).max(-q - radius);
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let r2 = radius.min(-q + radius);
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for r in r1..=r2 {
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let tile = Tile::new(q, r);
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let pos = tile.to_vec3(&layout);
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p.spawn((
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Name::new(format!("Hex {}", &tile.to_string())),
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PbrBundle {
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mesh: mesh.clone(),
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material: material.clone(),
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transform: Transform::from_translation(pos).with_rotation(rotation),
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..default()
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},
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));
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}
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}
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});
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}
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fn generate_hex_prism_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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Mesh::from(prism_shape)
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}
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@ -7,6 +7,7 @@ use rand::{thread_rng, Rng};
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pub struct MazeConfig {
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pub radius: u32,
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pub size: f32,
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pub height: f32,
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pub start_pos: Hex,
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pub end_pos: Hex,
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}
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@ -27,7 +28,8 @@ impl Default for MazeConfig {
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debug!("End pos: ({},{})", end_pos.x, end_pos.y);
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Self {
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radius: radius as u32,
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size: 10.,
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size: 5.,
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height: 5.,
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start_pos,
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end_pos,
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}
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@ -1,7 +1,7 @@
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use std::fmt::Display;
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use bevy::prelude::*;
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use hexx::Hex;
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use hexx::{Hex, HexLayout};
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#[derive(Debug, Reflect, Component, Default, PartialEq, Eq, Hash, Clone)]
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#[reflect(Component)]
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@ -31,6 +31,15 @@ impl Tile {
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pub fn visit(&mut self) {
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self.visited = true;
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}
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pub fn to_vec2(&self, layout: &HexLayout) -> Vec2 {
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layout.hex_to_world_pos(self.hex)
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}
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pub fn to_vec3(&self, layout: &HexLayout) -> Vec3 {
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let pos = self.to_vec2(layout);
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Vec3::new(pos.x, 0., pos.y)
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}
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}
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impl Display for Tile {
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