beeg comment

main
Zynh Ludwig 2024-08-20 06:19:09 -07:00
parent 5fc1a506e6
commit 282964a0f0
1 changed files with 50 additions and 0 deletions

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@ -3,6 +3,56 @@ use bevy::{
sprite::{MaterialMesh2dBundle, Mesh2dHandle}, sprite::{MaterialMesh2dBundle, Mesh2dHandle},
}; };
// In a vacuum this is just 2, 2 dimenionsal arrays, but I think
// that sort of state pattern doesn't fit well in the ECS architecture
//
// What we'll likely end up doing is spawning entities with positions
// and working from there, this shouldn't be a big problem since the
// games scope is limited to 22 pieces in a standard configuration,
// but we will have to loop over all of the game pieces to do anything
// with the naive solution
// 2 players
// 10 walls each
// 1 pawn each
//
// Ideally I'd like to find a way to make queries based on colocality, or otherwise
// find a method for batching only nearby entities with some form of spatial partitioning scheme
// but this is extra credit (I'll just make more boids)
//
// 9x9 piece board
// player position should in theory just be a component on the player token entities
// 8x8 wall board
// each wall piece can be either north_south or east_west
// None, NS, EW
// this will be an enum component on the wall entities
//
// technical choices to be made:
// 2d? 3d?
// in 2d; with sprites? or entirely in the ui layer?
//
// algorithms to write:
// finding valid moves, including both wall and player moves
// walls:
// a player can't place more than 10 walls
// a player can't place a wall in the same wall board tile
// as another board
// * a player can't place a wall such that it completely
// prevents their opponent from reaching your home row
// players:
// players can move single spaces
// players can't jump walls
// a player can jump another player like chinese checkers;
// this includes an L shaped jump when the player is against a wall
// |c A player in position `A`
// |a b can jump over a player in position `b` to reach position `c`
//
//
// implementation details to figure out; (that aren't included above)
// we'll need a method for selecting what type of move you wish to make
// we'll need methods for selecting where to make moves on both subgrids (wall and player)
// we'll need to keep track of player turns (States)
// we'll need to keep track of each players remaining walls (Resources)
fn main() { fn main() {
App::new() App::new()
.add_plugins(DefaultPlugins) .add_plugins(DefaultPlugins)