1 unstable release
0.1.0 | Nov 27, 2023 |
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#1543 in Rust patterns
20KB
408 lines
Description
wave_function_collapse
is a rust crate for generating random grids (e.g. games).
Usage
// First create tiles like so
use wave_function_collapse::prelude::*;
use std::rc::Rc;
#[derive(Debug, Clone)]
pub struct Water;
#[derive(Debug, Clone)]
pub struct Beach;
#[derive(Debug, Clone)]
pub struct Land;
// And define rules for them using `create_tile!` macro
create_tile_unit!(Water, Water, Beach;);
create_tile_unit!(Beach, Beach, Water Land;);
create_tile_unit!(Land, Land, Beach;);
// Now create `GridBuilder` for defining your grids
let size = (25, 25);
let tiles: Vec<Rc<dyn Tile>> = create_tiles_expr!(
Water,
Beach,
Land,
);
let grid_builder = GridBuilder::new().with_size(size).with_tiles(tiles).seal();
// One thing to note is that you need to specify type for variable that holds your tiles.
// Create simple grid
let grid = grid_builder.build().gen();
// This will create and generate grid that we want. For debugging purposes lets print want we get.
for (id, tile) in grid.iter().enumerate() {
if id % size.0 == 0 {
println!();
}
if tile.as_any().downcast_ref::<Water>().is_some() {
print!("W");
} else if tile.as_any().downcast_ref::<Beach>().is_some() {
print!("B");
} else if tile.as_any().downcast_ref::<Land>().is_some() {
print!("L");
}
}
For more information on how thins work check out docs!
Dependencies
~235–620KB
~13K SLoC