Meet my new baby. It lives here. A turn-based system where each actor has combat capabilities influenced by equipped items. I had a burning desire to learn Rust. It appears I also like creating games. Wonderful Bevy engine was used. Bevy uses only 4 letters to define itself, and so it is concise, and so is Rust. Also, humans tend to forget what is in the middle of the text. No one will remember this sentence. Jokes aside It felt natural to define data structures and write systems that manipulate those data structures. This is my first Rust project so bugs are possible as much as Rust and Bevy allow it. Preview of the running system below.
To run this game locally you need rust installed. Then you can run it with:
cargo run
(the usual rust build)
If you would like to try it in the browser (inspiration from bevy_game_template) you will also need to install trunk, add wasm32-unknown-unknown
rust target with rustup target add wasm32-unknown-unknown
command. Then you can try it with:
trunk serve
(serve wasm build)
Check out the live version here.
You can also run and debug it inside VS Code with breakpoints and all the goodness. launch.json together with a couple of extensions allows that. Personally, I just use rust-extension-pack.
up
/down
/left
/right
keys for movement and attackspace
skip turnZ
skip turns continuously and heal,
to pick up an itemI
to open / close inventory displayD
to drop an item (last item from inventory or else equipment)
hover
over an item in the inventory / equipment to display a hover tipmouse click
an item to equip / unequip it
This project was developed with an effort to separate distinct concerns into crates as much as possible. Same as the Bevy engine does it. There are 3 noteworthy crates usable independently:
Separate crates are discussed below.
This crate contains a basic implementation of the inventory and equipment containers. Items are Bevy's Entities. Both inventory and equipment implement utility methods to take
and add
items. The only difference between inventory and equipment is that the equipment also has a generic type parameter to specify item type. Inventory and Equipment structures are below.
//...
pub trait ItemType: Component + Copy + Clone + Eq + Hash + Debug + Default {}
#[derive(Debug, Clone, Component)]
pub struct Inventory {
items: Vec<Option<Entity>>,
}
#[derive(Debug, Default, Clone, Component)]
pub struct Equipment<I: ItemType> {
pub items: HashMap<(I, u8), Option<Entity>>,
}
//...
ItemType is a trait that needs to be implemented in user code. Something like this:
#![allow(dead_code)]
use bevy::prelude::*;
use bevy_inventory::ItemType;
/// deriving traits required by `ItemType`
#[derive(Debug, Default, Copy, Clone, PartialEq, Eq, Hash, Component)]
pub enum SomeItemType {
#[default]
RightHandGear,
LeftHandGear,
BodyWear,
}
/// manually implementing. no macro for that so far.
impl ItemType for SomeItemType {}
bevy_inventory
is minimal and it does not contain any bevy systems, also there is no plugin for it. To use it just copy it into your workspace or just copy-paste what you need. If you have some suggestions or know something better that I could use instead please mention it in the discussions.
This crate contains the implementation of the InventoryDisplay and tooltips both in the world and the UI. To use it first you need to implement a custom ItemType as mentioned in the inventory section. Then implement ItemTypeUiImage
for your custom item type:
use bevy_inventory_ui::ItemTypeUiImage;
#[derive(Debug, Clone)]
pub struct InventoryAssets {
pub body_wear: Handle<Image>,
pub right_hand_gear: Handle<Image>,
pub left_hand_gear: Handle<Image>,
}
impl ItemTypeUiImage<SomeItemType> for InventoryAssets {
fn get_image(&self, item_type: SomeItemType) -> UiImage {
match item_type {
SomeItemType::RightHandGear => self.right_hand_gear.clone(),
SomeItemType::LeftHandGear => self.left_hand_gear.clone(),
SomeItemType::BodyWear => self.body_wear.clone(),
}
.into()
}
}
You will also need to manually add InventoryUiAssets
resource:
cmd.insert_resource(InventoryUiAssets {
slot: asset_server.load("sprites/gui/inventory/slot.png"),
hover_cursor_image: asset_server.load("sprites/gui/tooltip/cursor.png"),
font: asset_server.load("fonts/pixeled.ttf"),
});
Then you can add InventoryUiPlugin
//...
.add_plugin(InventoryUiPlugin::<_, SomeItemType, InventoryAssets> {
state_running: AppState::InGame,
phantom_1: PhantomData {},
phantom_2: PhantomData {},
})
//...
If you know how to eliminate PhantomData
give it a shout. Here state_running
is a State where most of the UI systems are running.
After all that is in place, your actors then must have inventory and equipment components in place: EquipmentDisplay<SomeItemType>
to be able to display UI and Equipment<SomeItemType>
with Inventory
as underlying containers. To open or close the inventory display you must send InventoryDisplayToggleEvent
event. The result should be similar to what can be seen in the inventory management section.
Not really related to the inventory but still in the same crate there is a tooltip implementation. To enable the tooltip you just need to fill in UiTextInfo
for both world entities and UI nodes. It uses a fixed z hack. Tooltips are placed at 10.
z.
All of the UI was implemented using the Bevy UI library. It is not the most pleasant way to work with UI and the resulting code has a lot of boilerplate. Also looked at bevy_egui, for some reason it did not fit well with this project. Again if you know better alternatives (inventory UI or UI library) please give it a shout.
As the name suggests this crate takes care of the brutal interaction between actors in your environment. To use Roguelike combat you need to implement 2 traits: DamageKind
and AttributeType
. in code it would look similar to the example below.
#![allow(dead_code)]
use bevy::{prelude::*, reflect::FromReflect};
use bevy_roguelike_combat::*;
use std::fmt::Display;
use strum_macros::EnumIter;
#[derive(Debug, Default, Clone, PartialEq, Eq, Hash, Component, Reflect, FromReflect, EnumIter)]
#[reflect(Component)]
pub enum SimpleAttribute {
#[default]
Strength,
Inteligence,
}
impl Display for SimpleAttribute {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(
f,
"{}",
match self {
SimpleAttribute::Strength => "str",
SimpleAttribute::Inteligence => "int",
}
)
}
}
impl AttributeType for SimpleAttribute {}
#[derive(Debug, Default, Clone, Copy, PartialEq, Eq, Hash, Component, Reflect, FromReflect)]
#[reflect(Component)]
pub enum SimpleDamage {
#[default]
Physical,
Magical,
}
impl Display for SimpleDamage {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{:?}", self)
}
}
impl DamageKind for SimpleDamage {}
Dependency on strum_macros is needed so we can enumerate enums. Everything else is Bevy and standard Rust specific. Having those two implemented you can then hook up RoguelikeCombatPlugin
.
//...
.add_plugin(
RoguelikeCombatPlugin::<_, SimpleDamage, SimpleAttribute> {
state_running: self.state_running.clone(),
phantom_1: PhantomData {},
phantom_2: PhantomData {},
},
)
//...
When the plugin is loaded you also need to give your actors all the required components. Just use the Combat
bundle.
let attributes = Attributes::<SimpleAttribute>::with_all(10);
let ap_increment_formula = LinearFormula {
scale: 4096,
multipliers: vec![
Multiplier {
attribute: SimpleAttribute::Inteligence,
multiplier: 50,
},
Multiplier {
attribute: SimpleAttribute::Strength,
multiplier: 50,
},
],
};
let hp_full_formula = LinearFormula::one();
let hp_regen_increment_formula = LinearFormula::one();
let damage = DamageList {
list: vec![Damage {
kind: SimpleDamage::Physical,
amount: 10..20,
amount_multiplier: LinearFormula::one(),
hit_cost: ActionCost {
cost: 128,
multiplier_inverted: LinearFormula::one(),
},
hit_chance: Rate {
amount: 128,
multiplier: LinearFormula::one(),
},
}],
};
let protection = Protection {
amounts: vec![Protect {
kind: SimpleDamage::Magical,
amount_multiplier: LinearFormula::one(),
amount: 5,
}],
};
let evasion = Evasion {
cost: ActionCost {
cost: 32,
multiplier_inverted: LinearFormula::one(),
},
chance: Rate {
amount: 96,
multiplier: LinearFormula::one(),
},
};
let resistance = Resistance {
amounts: vec![Resist {
kind: SimpleDamage::Magical,
percent: 30,
}],
};
let combat = Combat::new(
&attributes,
ap_increment_formula,
hp_full_formula,
hp_regen_increment_formula,
damage,
protection,
evasion,
resistance,
);
Wow, that is a lot of characters to type in 😃. For brevity purposes, most of the formulas are just placeholders always returning 1.
. In your project, you are probably better off using something like bevy_asset_ron and defining your actor capabilities in your asset files. Check out actor_template.rs and actor bundle for example.
This crate is decoupled from other crates like inventory. That means that you will have to manually take care of some stuff.
- Fill
StatsComputed
in your code for the combat system to work (example system stats_recompute). - Handle
ActionCompletedEvent
events (example system action_completed). - Handle
DeathEvent
events (example system death_read).
For formulas, I could probably create a parser with Nom or just use expressions from something like rhai. But maybe laterâ„¢. For now, it satisfies the needs of the main game plugin. Any suggestions are welcome.
This crate is a direct result of reading the Hands-on Rust book. Many thanks to Herbert Wolverson, author of the book! Since the underlying algorithms and structures are independent, there is no need to depend on bevy. The most interesting part of it is the drunkard map generator (DrunkardGenerator
). the algorithm is so simple and the results are mostly satisfying. ConwayLifeGenerator
also produces interesting results but it happens most of the time that unreachable regions are present on the map. no pathfinding algorithms were used so far and there is no way to validate the generated map. This crate is still in a TODO phase but was sufficient to test and develop Bevy game systems. Yet again if you know better alternatives please give it a shout.
They say you can not load the asset folder on the web. Yes, it is true. But yet again, we know asset folder structure at compile time. A dirty macro workaround to the rescue. It is not a good idea to rely on reading folder structure in a macro. But I wanted to write my first macro.
#[cfg(target_arch = "wasm32")]
{
let asset_files: Vec<&str> = vec_walk_dir::vec_walk_dir!("assets");
for file in asset_files.into_iter() {
asset_server.load_untyped(file);
}
}
This crate is a spaghetti soup of code that uses the rest of the crates and defines things like item templates, actor templates, field of view, turns.
The biggest influence on this project was from Hands-on Rust book and Bevy Minesweeper tutorial series. Go ahead and check them out! Have fun exploring 🦊.
Using the same license as Bevy engine does.
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
None of this would be possible if not for the wonderful work done by others. This is my first rust project so "would be possible" applies even more :).