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10 Commits

Author SHA1 Message Date
Zynh Ludwig 282964a0f0 beeg comment 2024-08-20 06:19:09 -07:00
Zynh Ludwig 5fc1a506e6 update bevy 2024-08-20 05:44:25 -07:00
Zynh Ludwig 87d7d6aef0 assets: add firasans 2024-08-20 02:21:52 -07:00
Zynh Ludwig 01cc435dd4 nix: formatting 2024-07-30 01:03:38 -07:00
Zynh Ludwig 3523c50b71 nix: drop aarch64-linux
I don't know if it ever worked, not gonna claim I did
2024-07-30 01:01:48 -07:00
Zynh Ludwig 772126b0de circle time 2024-07-30 00:37:55 -07:00
Zynh Ludwig 64e272be5d nix: shell.nix works standalone again 2024-07-29 23:30:34 -07:00
Zynh Ludwig 1e8afa8a2f formatting 2024-07-29 23:17:23 -07:00
Zynh Ludwig 3d5f8d5edb nix: rust-bin 2024-07-29 23:17:11 -07:00
Zynh Ludwig b7a9434b93 remove hello 2024-07-29 23:11:23 -07:00
24 changed files with 289 additions and 143 deletions

195
Cargo.lock generated
View File

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dependencies = [
"bevy_app",
"bevy_ecs",
@ -1021,9 +1015,9 @@ dependencies = [
[[package]]
name = "bevy_ui"
version = "0.14.0"
version = "0.14.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "38d9f864c646f3742ff77f67bcd89a13a7ab024b68ca2f1bfbab8245bcb1c06c"
checksum = "50684629a03b7d4891b5953e84dd971c7a8bbd290751bab5ce06e119b692220b"
dependencies = [
"bevy_a11y",
"bevy_app",
@ -1051,9 +1045,9 @@ dependencies = [
[[package]]
name = "bevy_utils"
version = "0.14.0"
version = "0.14.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7fab364910e8f5839578aba9cfda00a8388e9ebe352ceb8491a742ce6af9ec6e"
checksum = "f6efbe5a621b56cc4ffa41074929eca84107e242302496b9bb7550675e6bf2e7"
dependencies = [
"ahash",
"bevy_utils_proc_macros",
@ -1066,9 +1060,9 @@ dependencies = [
[[package]]
name = "bevy_utils_proc_macros"
version = "0.14.0"
version = "0.14.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ad9db261ab33a046e1f54b35f885a44f21fcc80aa2bc9050319466b88fe58fe3"
checksum = "36a1e91b4294cad2d08620ac062509395d4f65247b636946d6497eaeccf4dbfd"
dependencies = [
"proc-macro2",
"quote",
@ -1077,9 +1071,9 @@ dependencies = [
[[package]]
name = "bevy_window"
version = "0.14.0"
version = "0.14.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c9ea5777f933bf7ecaeb3af1a30845720ec730e007972ca7d4aba2d3512abe24"
checksum = "8ba11880f05a3b267ecfa4149fe789b0c046c35fd8418dd8899fad3a4359c986"
dependencies = [
"bevy_a11y",
"bevy_app",
@ -1093,9 +1087,9 @@ dependencies = [
[[package]]
name = "bevy_winit"
version = "0.14.0"
version = "0.14.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f8c2213bbf14debe819ec8ad4913f233c596002d087bc6f1f20d533e2ebaf8c6"
checksum = "d5aeb4b2e3b1ece189fcf37ea2de625ceab93e6ac2a14d4b15b0393351e4c18b"
dependencies = [
"accesskit_winit",
"approx",
@ -2991,6 +2985,13 @@ version = "1.0.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "43d84d1d7a6ac92673717f9f6d1518374ef257669c24ebc5ac25d5033828be58"
[[package]]
name = "queeridor"
version = "0.1.0"
dependencies = [
"bevy",
]
[[package]]
name = "quote"
version = "1.0.36"

View File

@ -1,10 +1,10 @@
[package]
name = "ascendancy"
name = "queeridor"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.14.0"
bevy = "0.14.1"
# Enable a small amount of optimization in the dev profile.
[profile.dev]

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93
assets/firasans/OFL.txt Normal file
View File

@ -0,0 +1,93 @@
Copyright (c) 2012-2015, The Mozilla Foundation and Telefonica S.A.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
https://openfontlicense.org
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

View File

@ -14,7 +14,6 @@
# System types to support.
supportedSystems = [
"x86_64-linux"
"aarch64-linux"
];
forAllSystems = function: nixpkgs.lib.genAttrs supportedSystems
@ -24,6 +23,14 @@
}));
in
{
devShells = forAllSystems (pkgs: { default = import ./shell.nix { inherit pkgs; }; });
devShells = forAllSystems
(pkgs: {
default = import ./shell.nix {
inherit pkgs;
additionalBuildInputs = [
(pkgs.rust-bin.selectLatestNightlyWith (toolchain: toolchain.default))
];
};
});
};
}

View File

@ -1,4 +1,4 @@
{ pkgs ? import <nixpkgs> { } }:
{ pkgs ? import <nixpkgs> { }, additionalBuildInputs ? [ ] }:
with pkgs;
@ -7,9 +7,17 @@ mkShell rec {
pkg-config
];
buildInputs = [
udev alsa-lib vulkan-loader
xorg.libX11 xorg.libXcursor xorg.libXi xorg.libXrandr # To use the x11 feature
libxkbcommon wayland # To use the wayland feature
];
udev
alsa-lib
vulkan-loader
xorg.libX11 # To use the x11 feature
xorg.libXcursor
xorg.libXrandr
xorg.libXi
libxkbcommon # To use the wayland feature
wayland
] ++ additionalBuildInputs;
LD_LIBRARY_PATH = lib.makeLibraryPath buildInputs;
}

View File

@ -1,42 +1,79 @@
use bevy::prelude::*;
use bevy::{
prelude::*,
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() {
App::new().add_plugins((DefaultPlugins, HelloPlugin)).run();
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn hello_world() {
println!("uwu!");
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
commands.spawn(Camera2dBundle::default());
#[derive(Component)]
struct Person;
let circle_mesh = Mesh2dHandle(meshes.add(Circle { radius: 50. }));
let color = Color::hsl(75., 0.95, 0.7);
#[derive(Component)]
struct Name(String);
fn add_people(mut commands: Commands) {
commands.spawn((Person, Name("Elaina Proctor".to_string())));
commands.spawn((Person, Name("Renzo Hume".to_string())));
commands.spawn((Person, Name("Zayna Nieves".to_string())));
}
#[derive(Resource)]
struct GreetTimer(Timer);
fn greet_people(time: Res<Time>, mut timer: ResMut<GreetTimer>, query: Query<&Name, With<Person>>) {
if timer.0.tick(time.delta()).just_finished() {
for name in &query {
println!("hello {}!", name.0);
}
}
}
pub struct HelloPlugin;
impl Plugin for HelloPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(GreetTimer(Timer::from_seconds(2.0, TimerMode::Repeating)))
.add_systems(Startup, add_people)
.add_systems(Update, greet_people);
}
commands.spawn(MaterialMesh2dBundle {
mesh: circle_mesh,
material: materials.add(color),
transform: Transform::from_xyz(0., 0., 0.),
..default()
});
}