add doc
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CoCo_Sol 2024-02-11 23:39:52 +01:00
parent ac1fb70b32
commit 9f78f7be49

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@ -5,21 +5,30 @@ use bevy::ecs::component;
use noise::{NoiseFn, Perlin}; use noise::{NoiseFn, Perlin};
/// The different types of tiles in the map.
#[derive(Clone, Copy, component::Component, Debug, PartialEq, Eq)] #[derive(Clone, Copy, component::Component, Debug, PartialEq, Eq)]
enum Tile { enum Tile {
/// The forest tile.
Forest, Forest,
/// The hill tile.
Hill, Hill,
/// The grass tile (nothing).
Grass, Grass,
} }
/// Postion component of tile in the map.
#[derive(component::Component, Debug)] #[derive(component::Component, Debug)]
struct Position(f64, f64); struct Position(f64, f64);
/// Adjacent entities of tile in the map.
#[derive(component::Component)] #[derive(component::Component)]
struct AdjacentCases { struct AdjacentCases {
entities: Vec<Entity>, entities: Vec<Entity>,
} }
/// Generate the map coordinates with a size.
fn generate_map_coordinates(size: i32) -> Vec<Vec<(f64, f64)>> { fn generate_map_coordinates(size: i32) -> Vec<Vec<(f64, f64)>> {
let mut all_tiles = Vec::new(); let mut all_tiles = Vec::new();
// Iterate over horizontal lines of the map // Iterate over horizontal lines of the map