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GridWorld

Struct GridWorld 

Source
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 */
}

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§position: Vec2<f32>§pivot: Vec2<f32>§tile_size: Vec2<f32>§tileset: TileSet§visible_layers: Range<usize>

Implementations§

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impl GridWorld

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pub fn new( tile_size: Vec2<f32>, tileset: TileSet, terrain_layer: GridWorldLayer, ) -> Self

Examples found in repository?
examples/pcg_island.rs (lines 124-141)
70    fn default() -> Self {
71        let mut height = Grid::<f64>::generate(
72            SIZE,
73            NoiseGenerator::new(Fbm::<SuperSimplex>::default().set_frequency(0.025)),
74        );
75        height.apply_all(RemapGenerator {
76            from: -1.0..1.0,
77            to: 0.0..1.0,
78        });
79
80        let gradient =
81            Grid::<f64>::generate(SIZE, |location: Vec2<usize>, size: Vec2<usize>, _| {
82                let center = size / 2;
83                let x = location.x.abs_diff(center.x) as f64;
84                let y = location.y.abs_diff(center.y) as f64;
85                let result = (x / center.x as f64).max(y / center.y as f64);
86                result * result
87            });
88        height.apply_all(SubGenerator { other: &gradient });
89
90        let mut biome = Grid::<f64>::generate(
91            SIZE,
92            NoiseGenerator::new(Fbm::<SuperSimplex>::new(42).set_frequency(0.05)),
93        );
94        biome.apply_all(RemapGenerator {
95            from: -1.0..1.0,
96            to: 0.0..1.0,
97        });
98
99        let buffer = height
100            .into_inner()
101            .1
102            .into_iter()
103            .zip(biome.into_inner().1)
104            .map(|(height, biome)| {
105                if height > 0.75 {
106                    SNOW
107                } else if height > 0.6 {
108                    ROCK
109                } else if height > 0.1 {
110                    if biome > 0.8 {
111                        SAND
112                    } else if biome > 0.5 {
113                        GRASS
114                    } else {
115                        FOREST
116                    }
117                } else {
118                    WATER
119                }
120            })
121            .collect();
122
123        Self {
124            world: GridWorld::new(
125                10.0.into(),
126                TileSet::default()
127                    .shader(ShaderRef::name("color"))
128                    .mapping(WATER, TileSetItem::default().tint(Rgba::blue()))
129                    .mapping(
130                        FOREST,
131                        TileSetItem::default().tint(Rgba::new_opaque(0.0, 0.5, 0.0)),
132                    )
133                    .mapping(GRASS, TileSetItem::default().tint(Rgba::green()))
134                    .mapping(
135                        SAND,
136                        TileSetItem::default().tint(Rgba::new_opaque(1.0, 1.0, 0.5)),
137                    )
138                    .mapping(ROCK, TileSetItem::default().tint(Rgba::gray(0.5)))
139                    .mapping(SNOW, TileSetItem::default().tint(Rgba::white())),
140                GridWorldLayer::new(TileMap::with_buffer(SIZE.into(), buffer).unwrap(), true),
141            ),
142            weather_tileset: TileSet::default()
143                .shader(ShaderRef::name("color"))
144                .mapping(
145                    CLEAR_SKY,
146                    TileSetItem::default().tint(Rgba::new(1.0, 1.0, 1.0, 0.0)),
147                )
148                .mapping(
149                    CLOUD_SKY,
150                    TileSetItem::default().tint(Rgba::new(1.0, 1.0, 1.0, 0.8)),
151                )
152                .mapping(
153                    RAINY_SKY,
154                    TileSetItem::default().tint(Rgba::new(0.3, 0.3, 0.3, 0.8)),
155                ),
156            weather_noise: Fbm::<SuperSimplex>::default().set_frequency(0.03),
157            time: 0.0,
158            mouse_position: Default::default(),
159        }
160    }
Source

pub fn from_layers( tile_size: Vec2<f32>, tileset: TileSet, terrain_layers: impl IntoIterator<Item = GridWorldLayer>, ) -> Option<Self>

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pub fn with_position(self, value: Vec2<f32>) -> Self

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pub fn with_pivot(self, value: Vec2<f32>) -> Self

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pub fn with_visible_layers(self, value: Range<usize>) -> Self

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pub fn with_layer(self, layer: GridWorldLayer) -> Self

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pub fn with_visible_layer(self, layer: GridWorldLayer) -> Self

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pub fn with_tile_instance(self, instance: TileInstance) -> Self

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pub fn with_tile_instances( self, instances: impl IntoIterator<Item = TileInstance>, ) -> Self

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pub fn with_colliders(self, grid: Grid<u8>) -> Self

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pub fn with_collider(self, location: Vec2<usize>) -> Self

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pub fn insert_tile_instance(&mut self, instance: TileInstance)

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pub fn remove_tile_instances(&mut self, instance: &TileInstance)

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pub fn remove_tile_instances_at_location(&mut self, location: Vec2<usize>)

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pub fn collider(&self, location: Vec2<usize>) -> bool

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pub fn set_collider(&mut self, location: Vec2<usize>, value: bool) -> u8

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pub fn clear_collider(&mut self, location: Vec2<usize>)

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pub fn layers(&self) -> &[GridWorldLayer]

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pub fn layers_mut(&mut self) -> &mut [GridWorldLayer]

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pub fn locations_iter(&self) -> impl Iterator<Item = Vec2<usize>>

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pub fn world_to_local(&self, location: Vec2<f32>) -> Option<Vec2<usize>>

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pub fn local_to_world(&self, location: Vec2<usize>) -> Vec2<f32>

Trait Implementations§

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impl Drawable for GridWorld

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fn draw( &self, context: &mut DrawContext, graphics: &mut dyn GraphicsTarget<Vertex>, )

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