pub struct GridWorld {
pub position: Vec2<f32>,
pub pivot: Vec2<f32>,
pub tile_size: Vec2<f32>,
pub tileset: TileSet,
pub visible_layers: Range<usize>,
/* private fields */
}Fields§
§position: Vec2<f32>§pivot: Vec2<f32>§tile_size: Vec2<f32>§tileset: TileSet§visible_layers: Range<usize>Implementations§
Source§impl GridWorld
impl GridWorld
Sourcepub fn new(
tile_size: Vec2<f32>,
tileset: TileSet,
terrain_layer: GridWorldLayer,
) -> Self
pub fn new( tile_size: Vec2<f32>, tileset: TileSet, terrain_layer: GridWorldLayer, ) -> Self
Examples found in repository?
examples/pcg_island.rs (lines 115-132)
51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151
fn default() -> Self {
let mut height = Grid::<f64>::generate(
SIZE.into(),
NoiseGenerator::new(Fbm::<SuperSimplex>::default().set_frequency(0.025)),
);
height.apply_all(RemapGenerator {
from: -1.0..1.0,
to: 0.0..1.0,
});
let gradient = Grid::<f64>::generate(
SIZE.into(),
|location: Vec2<usize>, size: Vec2<usize>, _| {
let center = size / 2;
let x = if location.x >= center.x {
location.x - center.x
} else {
center.x - location.x
} as f64;
let y = if location.y >= center.y {
location.y - center.y
} else {
center.y - location.y
} as f64;
let result = (x / center.x as f64).max(y / center.y as f64);
result * result
},
);
height.apply_all(SubGenerator { other: &gradient });
let mut biome = Grid::<f64>::generate(
SIZE.into(),
NoiseGenerator::new(Fbm::<SuperSimplex>::new(42).set_frequency(0.05)),
);
biome.apply_all(RemapGenerator {
from: -1.0..1.0,
to: 0.0..1.0,
});
let buffer = height
.into_inner()
.1
.into_iter()
.zip(biome.into_inner().1)
.map(|(height, biome)| {
if height > 0.75 {
SNOW
} else if height > 0.6 {
ROCK
} else if height > 0.1 {
if biome > 0.8 {
SAND
} else if biome > 0.5 {
GRASS
} else {
FOREST
}
} else {
WATER
}
})
.collect();
Self {
world: GridWorld::new(
10.0.into(),
TileSet::default()
.shader(ShaderRef::name("color"))
.mapping(WATER, TileSetItem::default().tint(Rgba::blue()))
.mapping(
FOREST,
TileSetItem::default().tint(Rgba::new_opaque(0.0, 0.5, 0.0)),
)
.mapping(GRASS, TileSetItem::default().tint(Rgba::green()))
.mapping(
SAND,
TileSetItem::default().tint(Rgba::new_opaque(1.0, 1.0, 0.5)),
)
.mapping(ROCK, TileSetItem::default().tint(Rgba::gray(0.5)))
.mapping(SNOW, TileSetItem::default().tint(Rgba::white())),
GridWorldLayer::new(TileMap::with_buffer(SIZE.into(), buffer).unwrap()),
),
weather_tileset: TileSet::default()
.shader(ShaderRef::name("color"))
.mapping(
CLEAR_SKY,
TileSetItem::default().tint(Rgba::new(1.0, 1.0, 1.0, 0.0)),
)
.mapping(
CLOUD_SKY,
TileSetItem::default().tint(Rgba::new(1.0, 1.0, 1.0, 0.8)),
)
.mapping(
RAINY_SKY,
TileSetItem::default().tint(Rgba::new(0.3, 0.3, 0.3, 0.8)),
),
weather_noise: Fbm::<SuperSimplex>::default().set_frequency(0.03),
time: 0.0,
mouse_position: Default::default(),
}
}pub fn with_position(self, value: Vec2<f32>) -> Self
pub fn with_pivot(self, value: Vec2<f32>) -> Self
pub fn with_visible_layers(self, value: Range<usize>) -> Self
pub fn with_layer(self, layer: GridWorldLayer) -> Self
pub fn with_visible_layer(self, layer: GridWorldLayer) -> Self
pub fn with_tile_instance(self, instance: TileInstance) -> Self
pub fn with_tile_instances( self, instances: impl IntoIterator<Item = TileInstance>, ) -> Self
pub fn with_colliders(self, grid: Grid<bool>) -> Self
pub fn with_collider(self, location: Vec2<usize>) -> Self
pub fn insert_tile_instance(&mut self, instance: TileInstance)
pub fn remove_tile_instances(&mut self, instance: &TileInstance)
pub fn remove_tile_instances_at_location(&mut self, location: Vec2<usize>)
pub fn collider(&self, location: Vec2<usize>) -> bool
pub fn set_collider(&mut self, location: Vec2<usize>, value: bool)
pub fn layers(&self) -> &[GridWorldLayer]
pub fn layers_mut(&mut self) -> &mut [GridWorldLayer]
pub fn locations_iter(&self) -> impl Iterator<Item = Vec2<usize>>
pub fn world_to_local(&self, location: Vec2<f32>) -> Option<Vec2<usize>>
pub fn local_to_world(&self, location: Vec2<usize>) -> Vec2<f32>
Trait Implementations§
Auto Trait Implementations§
impl Freeze for GridWorld
impl !RefUnwindSafe for GridWorld
impl !Send for GridWorld
impl !Sync for GridWorld
impl Unpin for GridWorld
impl !UnwindSafe for GridWorld
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more