To implement the PluginBloxel
for your Minecraft-style game in Rust using Bevy, you'll need to design your WorldGrid
type along with appropriate traits, components, and systems to manage the voxel grid, entities, and interactions.
- IVec3: Already provided by Bevy for grid coordinates.
- WorldGrid: Manages the entities in the voxel grid.
- Block: Represents a 1-meter cube making up the terrain.
- NonBlockEntity: Represents non-block entities like tables, chairs, buttons, etc.
- SubGrid: Represents nested
WorldGrid
instances.
- GridEntity: A trait for entities that can be placed in the
WorldGrid
. - Interactable: A trait for entities that can be interacted with, such as buttons.
- GridPosition: Stores the
IVec3
position of an entity within theWorldGrid
. - InteractableComponent: Marks an entity as interactable and contains interaction logic.
- SubGridComponent: Associates a
SubGrid
with its parentWorldGrid
.
use bevy::prelude::*;
use bevy::math::IVec3;
struct PluginBloxel;
impl Plugin for PluginBloxel {
fn build(&self, app: &mut AppBuilder) {
app.add_system(coalesce_chunks.system())
.add_system(handle_interactions.system())
.add_system(remove_non_visible_blocks.system());
}
}
// Components
#[derive(Component)]
struct GridPosition {
position: IVec3,
}
#[derive(Component)]
struct InteractableComponent;
#[derive(Component)]
struct SubGridComponent {
sub_grid: WorldGrid,
}
// Traits
trait GridEntity {
fn get_position(&self) -> IVec3;
fn set_position(&mut self, position: IVec3);
}
impl GridEntity for GridPosition {
fn get_position(&self) -> IVec3 {
self.position
}
fn set_position(&mut self, position: IVec3) {
self.position = position;
}
}
trait Interactable {
fn interact(&self);
}
// Entities
struct Block;
impl Block {
fn new(position: IVec3) -> Self {
Block
}
}
impl GridEntity for Block {
fn get_position(&self) -> IVec3 {
// Implementation
}
fn set_position(&mut self, position: IVec3) {
// Implementation
}
}
struct NonBlockEntity;
impl NonBlockEntity {
fn new(position: IVec3) -> Self {
NonBlockEntity
}
}
impl GridEntity for NonBlockEntity {
fn get_position(&self) -> IVec3 {
// Implementation
}
fn set_position(&mut self, position: IVec3) {
// Implementation
}
}
impl Interactable for NonBlockEntity {
fn interact(&self) {
// Implementation
}
}
// Systems
fn coalesce_chunks(mut commands: Commands, query: Query<(Entity, &GridPosition)>) {
// Implementation for coalescing adjacent blocks
}
fn handle_interactions(mut query: Query<(&InteractableComponent, &GridPosition)>) {
// Implementation for handling interactions
}
fn remove_non_visible_blocks(mut commands: Commands, query: Query<(Entity, &GridPosition)>) {
// Implementation for removing non-visible blocks
}
// WorldGrid
struct WorldGrid {
entities: Vec<Entity>,
}
impl WorldGrid {
fn new() -> Self {
WorldGrid { entities: Vec::new() }
}
fn add_entity(&mut self, entity: Entity, position: IVec3) {
// Implementation for adding entities to the grid
}
fn merge_grid(&mut self, other: WorldGrid) {
// Implementation for merging another grid into this one
}
}
fn main() {
App::build()
.add_plugins(DefaultPlugins)
.add_plugin(PluginBloxel)
.run();
}
-
PluginBloxel:
- Registers systems for chunk coalescing, handling interactions, and removing non-visible blocks.
-
Components:
- GridPosition: Stores the grid position (
IVec3
) of an entity. - InteractableComponent: Marks an entity as interactable.
- SubGridComponent: Associates a sub-grid with its parent grid.
- GridPosition: Stores the grid position (
-
Traits:
- GridEntity: Provides methods to get and set the position of entities in the grid.
- Interactable: Provides an
interact
method for interactable entities.
-
Entities:
- Block: Represents a 1-meter cube block.
- NonBlockEntity: Represents non-block entities like tables and buttons.
-
Systems:
- coalesce_chunks: System for coalescing adjacent blocks into larger chunks.
- handle_interactions: System for handling interactions with interactable entities.
- remove_non_visible_blocks: System for removing non-visible blocks from the grid.
-
WorldGrid:
- Manages entities within a voxel grid, allowing for adding entities, merging grids, and other operations.
This structure provides a solid foundation for managing a voxel grid in a Minecraft-style game using Bevy in Rust. You can expand and refine this design based on specific game requirements and optimizations.