#2d-grid #grid #2d #utility #gamedev #macro-derive #game

game-grid

A simple 2D grid for prototyping games. Including easy parsing, indexing and iterators.

4 releases

0.1.3 Jan 18, 2023
0.1.2 Jan 17, 2023
0.1.1 Jan 17, 2023
0.1.0 Jan 17, 2023

#879 in Game dev

MIT license

25KB
382 lines

Game Grid

game-grid provides a simple 2D grid that can be used to prototype games.

Key features:

  • Easy parsing of string literal to typed 2D grid thanks to a derive macro.
  • Indexing with a 2D vector struct ex: Point { x: i32, y: i32 } instead of always writing the usual i = y * width + x
  • std-like iterators and utilities.

Description

The main struct is Grid that implements a grid able to contain values of a user Cell type. The user cell can be any type but it works best with enums that implement the GridCell trait. The GridCell derive macro allows to implement automatically conversions to and from char, allowing to convert a grid to an from strings. Grid provides access to the cells with 2D indexing with user types that implement the GridPosition trait. On top of that Grid provides iterators and other utilities.

Reference

Reference documentation can be found on docs.rs: https://docs.rs/game-grid/0.1.0/game_grid/

Using the Grid with Bevy IVec2

One of the core features of game-grid is to be able to index the grid with 2D vector structs that we use to make games. If you are using this with Bevy, the feature bevy-ivec2 includes a trait implementation of game_grid::GridPosition for IVec2 that allows to use IVec2 as index. To use it add this line to you Cargo.toml:

[dependencies]
game-grid = { features = ["bevy-ivec2"] }

Example

use game_grid::*;
// A custom Cell type deriving the trait GridCell with associated char literals.
#[derive(GridCell, Copy, Clone, Debug, PartialEq, Eq, Default)]
enum Cell {
    // Wall cells are represented by '#'.
    #[cell('#')]
    Wall,

    // Empty cells are represented by both ' ' and '.', the former will be used for display.
    // A default value can be used by some Grid functionalities.
    #[cell(' '|'.')]
    #[default]
    Empty,
     
    #[cell('o')]
    Food,

    // It is also possible to provide a range, the actual character can be captured.
    #[cell('A'..='Z')]
    Player(char),
}

// A 2D point struct deriving GridPosition in order to be used as index into the grid.
#[derive(GridPosition, PartialEq, Eq, Debug)]
struct Point {
    x: i32,
    y: i32,
}

// Create a grid of cells by parsing a string literal.
let grid: Grid<Cell> = "#####\n\
                        #A o#\n\
                        #####".parse().unwrap();

// Use iter() to iterate over the cells with associated position.
let food_position: Point = grid.iter().find(|(_, cell)| *cell == Cell::Food).unwrap().0;
assert_eq!(food_position, Point{ x: 3, y: 1 });

// Index into the grid with 2D point type and retrieved the enum value captured during parsing.
if let Cell::Player(player_char) = grid[Point::new(1, 1)] {
    println!("Player id: {player_char}");
}

// Print the grid.
print!("{grid}");
// outputs:
// #####
// #A o#
// #####

Dependencies

~1–19MB
~245K SLoC