Bevy Minesweeper: Tile Map Generation

qongzi

Qongzi

Posted on February 21, 2022

Bevy Minesweeper: Tile Map Generation

Check the repository

Let's generate the minesweeper base tile map and set up our plugin.

Create a components module with a coordinates.rs file and a resources module with tile.rs and tilemap.rs files in board_plugin:

├── Cargo.toml
└── src
    ├── components
    │   ├── coordinates.rs
    │   └── mod.rs
    ├── lib.rs
    └── resources
        ├── mod.rs
        ├── tile.rs
        └── tile_map.rs
Enter fullscreen mode Exit fullscreen mode

Components

To manage tiles and coordinates we are going to make our first component, Coordinates:

// coordinates.rs
use std::fmt::{self, Display, Formatter};
use std::ops::{Add, Sub};
use bevy::prelude::Component;

#[cfg_attr(feature = "debug", derive(bevy_inspector_egui::Inspectable))]
#[derive(Debug, Default, Copy, Clone, Ord, PartialOrd, Eq, PartialEq, Hash, Component)]
pub struct Coordinates {
    pub x: u16,
    pub y: u16,
}

// We want to be able to make coordinates sums..
impl Add for Coordinates {
    type Output = Self;

    fn add(self, rhs: Self) -> Self::Output {
        Self {
            x: self.x + rhs.x,
            y: self.y + rhs.y,
        }
    }
}

// ..and subtractions
impl Sub for Coordinates {
    type Output = Self;

    fn sub(self, rhs: Self) -> Self::Output {
        Self {
            x: self.x.saturating_sub(rhs.x),
            y: self.y.saturating_sub(rhs.y),
        }
    }
}

impl Display for Coordinates {
    fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
        write!(f, "({}, {})", self.x, self.y)
    }
}
Enter fullscreen mode Exit fullscreen mode

The Coordinate struct contains unsigned numeric values representing both axis of the board.
We add theDisplay implementation as a good practice, and the Add and Sub implementation to allow numeric operations.

Notice the use of saturating_sub to avoid panic if the subtraction result is negative.

We add the Inspectable derive through our debug feature gate. This trait will make our component display correctly in the inspector GUI.

Why do a component here ?

We won't use Coordinates as component yet, but we will in future steps. This illustrates one of bevy aspects: anything can be a component if you derive Component.
We also added a bunch of derive attributes which will be useful in the future.

Resources

Tile

Let's declare our tiles:

// tile.rs
#[cfg(feature = "debug")]
use colored::Colorize;

/// Enum describing a Minesweeper tile
#[derive(Debug, Copy, Clone, Eq, PartialEq)]
pub enum Tile {
    /// Is a bomb
    Bomb,
    /// Is a bomb neighbor
    BombNeighbor(u8),
    /// Empty tile
    Empty,
}

impl Tile {
    /// Is the tile a bomb?
    pub const fn is_bomb(&self) -> bool {
        matches!(self, Self::Bomb)
    }

    #[cfg(feature = "debug")]
    pub fn console_output(&self) -> String {
        format!(
            "{}",
            match self {
                Tile::Bomb => "*".bright_red(),
                Tile::BombNeighbor(v) => match v {
                    1 => "1".cyan(),
                    2 => "2".green(),
                    3 => "3".yellow(),
                    _ => v.to_string().red(),
                },
                Tile::Empty => " ".normal(),
            }
        )
    }
}
Enter fullscreen mode Exit fullscreen mode

We use an enum to avoid a complex struct, and add the console_output method which makes use of our optional colorize crate.

Why this is not a component?

We could use Tile as a component but as we will see in future steps we want maximum flexibility, which means:

  • bomb tiles will have a specific component
  • bomb neighbor tiles will also have a specific component

Queries (Query<>) can only filter through component presence or absence (we call this query artifacts), so using directly our Tile struct would
not allow our systems to use queries targeting directly bombs for example, as all tiles would be queried.

Tile Map

Let's make our tile map generator:

Empty map

// tile_map.rs
use crate::resources::tile::Tile;
use std::ops::{Deref, DerefMut};

/// Base tile map
#[derive(Debug, Clone)]
pub struct TileMap {
    bomb_count: u16,
    height: u16,
    width: u16,
    map: Vec<Vec<Tile>>,
}

impl TileMap {
    /// Generates an empty map
    pub fn empty(width: u16, height: u16) -> Self {
        let map = (0..height)
            .into_iter()
            .map(|_| (0..width).into_iter().map(|_| Tile::Empty).collect())
            .collect();
        Self {
            bomb_count: 0,
            height,
            width,
            map,
        }
    }

    #[cfg(feature = "debug")]
    pub fn console_output(&self) -> String {
        let mut buffer = format!(
            "Map ({}, {}) with {} bombs:\n",
            self.width, self.height, self.bomb_count
        );
        let line: String = (0..=(self.width + 1)).into_iter().map(|_| '-').collect();
        buffer = format!("{}{}\n", buffer, line);
        for line in self.iter().rev() {
            buffer = format!("{}|", buffer);
            for tile in line.iter() {
                buffer = format!("{}{}", buffer, tile.console_output());
            }
            buffer = format!("{}|\n", buffer);
        }
        format!("{}{}", buffer, line)
    }

    // Getter for `width`
    pub fn width(&self) -> u16 {
        self.width
    }

    // Getter for `height`
    pub fn height(&self) -> u16 {
        self.height
    }

    // Getter for `bomb_count`
    pub fn bomb_count(&self) -> u16 {
        self.bomb_count
    }
}

impl Deref for TileMap {
    type Target = Vec<Vec<Tile>>;

    fn deref(&self) -> &Self::Target {
        &self.map
    }
}

impl DerefMut for TileMap {
    fn deref_mut(&mut self) -> &mut Self::Target {
        &mut self.map
    }
}
Enter fullscreen mode Exit fullscreen mode

Our tile map has every generation options we need:

  • width and height setting the dimensions and the number of tiles
  • bomb_count setting the amount mines
  • map a double 2D array of Tile

Why use Vec<> and not slices?

I tried to do something like [[Tile; WIDTH]; HEIGHT] making use of rust 1.52 feature of generic consts, but I found it to get really messy.
If you find a clean way to do it I'd gladly accept a pull request !

Now we have:

  • an empty method building a tile map of Tile::Empty
  • a console_output method to print the tile map in the console
  • a Deref and DerefMut implementation towards our 2D vector

Bombs and neighbors

Let's declare an array of 2D delta coordinates:

// tile_map.rs
/// Delta coordinates for all 8 square neighbors
const SQUARE_COORDINATES: [(i8, i8); 8] = [
    // Bottom left
    (-1, -1),
    // Bottom
    (0, -1),
    // Bottom right
    (1, -1),
    // Left
    (-1, 0),
    // Right
    (1, 0),
    // Top Left
    (-1, 1),
    // Top
    (0, 1),
    // Top right
    (1, 1),
];
Enter fullscreen mode Exit fullscreen mode

These tuples define the delta coordinates of the 8 tiles in a square around any tile:

*--------*-------*-------*
| -1, 1  | 0, 1  | 1, 1  |
|--------|-------|-------|
| -1, 0  | tile  | 1, 0  |
|--------|-------|-------|
| -1, -1 | 0, -1 | 1, -1 |
*--------*-------*-------*
Enter fullscreen mode Exit fullscreen mode

We can make use of it by adding a method to retrieve neighbor tiles:

// tile_map.rs
use crate::components::Coordinates;

 pub fn safe_square_at(&self, coordinates: Coordinates) -> impl Iterator<Item = Coordinates> {
        SQUARE_COORDINATES
            .iter()
            .copied()
            .map(move |tuple| coordinates + tuple)
    }
Enter fullscreen mode Exit fullscreen mode

To allow the Coordinates + (i8, i8) we need to add the following in coordinates.rs:

// coordinates.rs
impl Add<(i8, i8)> for Coordinates {
    type Output = Self;

    fn add(self, (x, y): (i8, i8)) -> Self::Output {
        let x = ((self.x as i16) + x as i16) as u16;
        let y = ((self.y as i16) + y as i16) as u16;
        Self { x, y }
    }
}
Enter fullscreen mode Exit fullscreen mode

Now that we can retrieve surrounding tiles we will use it to count bombs around coordinates, to fill our bomb neighbor tiles:

// tile_map.rs

pub fn is_bomb_at(&self, coordinates: Coordinates) -> bool {
    if coordinates.x >= self.width || coordinates.y >= self.height {
        return false;
    };
    self.map[coordinates.y as usize][coordinates.x as usize].is_bomb()
}

pub fn bomb_count_at(&self, coordinates: Coordinates) -> u8 {
    if self.is_bomb_at(coordinates) {
        return 0;
    }
    let res = self
         .safe_square_at(coordinates)
         .filter(|coord| self.is_bomb_at(*coord))
         .count();
    res as u8
}
Enter fullscreen mode Exit fullscreen mode

Let's place our bombs and neighbors !

// tile_map.rs
use rand::{thread_rng, Rng};

/// Places bombs and bomb neighbor tiles
pub fn set_bombs(&mut self, bomb_count: u16) {
    self.bomb_count = bomb_count;
    let mut remaining_bombs = bomb_count;
    let mut rng = thread_rng();
    // Place bombs
    while remaining_bombs > 0 {
        let (x, y) = (
            rng.gen_range(0..self.width) as usize,
            rng.gen_range(0..self.height) as usize,
        );
        if let Tile::Empty = self[y][x] {
            self[y][x] = Tile::Bomb;
            remaining_bombs -= 1;
        }
    }
    // Place bomb neighbors
    for y in 0..self.height {
        for x in 0..self.width {
            let coords = Coordinates { x, y };
            if self.is_bomb_at(coords) {
                continue;
            }
            let num = self.bomb_count_at(coords);
            if num == 0 {
                continue;
            }
            let tile = &mut self[y as usize][x as usize];
            *tile = Tile::BombNeighbor(num);
        }
    }
}
Enter fullscreen mode Exit fullscreen mode

Great, let's connect everything in the modules:

// board_plugin/resources/mod.rs

pub(crate) mod tile;
pub(crate) mod tile_map;
Enter fullscreen mode Exit fullscreen mode
// board_plugin/components/mod.rs
pub use coordinates::Coordinates;

mod coordinates;
Enter fullscreen mode Exit fullscreen mode

Plugin

We have our tile map let's test it in our plugin:

// lib.rs
pub mod components;
pub mod resources;

use bevy::log;
use bevy::prelude::*;
use resources::tile_map::TileMap;

pub struct BoardPlugin;

impl Plugin for BoardPlugin {
    fn build(&self, app: &mut App) {
        app.add_startup_system(Self::create_board);
        log::info!("Loaded Board Plugin");
    }
}

impl BoardPlugin {
    /// System to generate the complete board
    pub fn create_board() {
        let mut tile_map = TileMap::empty(20, 20);
        tile_map.set_bombs(40);
        #[cfg(feature = "debug")]
        log::info!("{}", tile_map.console_output());
    }
}
Enter fullscreen mode Exit fullscreen mode

What's happening here should look familiar, as we implement Plugin for our BoardPlugin we get access to our App.
We then register a simple startup system to generate our new tile map and print it.

We need to register our plugin to our main.rs

// main.rs
use board_plugin::BoardPlugin;

// ..
.add_plugin(BoardPlugin)
Enter fullscreen mode Exit fullscreen mode

and let's run the app: cargo run --features debug

We now have our tile map printed in the console:

2022-02-21T09:24:05.748340Z  INFO board_plugin: Loaded Board Plugin
2022-02-21T09:24:05.917041Z  INFO board_plugin: Map (20, 20) with 40 bombs:
----------------------
|      111  1*1      |
|      1*211111 111  |
|111   223*1    1*1  |
|1*1   1*211   1221  |
|111   111     1*1   |
|121211    111 111   |
|*2*2*1    1*211     |
|121211  11212*21    |
|111     1*1 13*31   |
|1*1     111  2**21  |
|222         1234*2  |
|2*2         1*23*211|
|2*2         123*222*|
|111     1221 1*211*2|
|   111  1**1 111 111|
|   1*1  1221   1221 |
| 11322111   1111**1 |
| 1*3*11*1  12*11221 |
|123*21222  1*21 111 |
|1*211 1*1  111  1*1 |
----------------------
Enter fullscreen mode Exit fullscreen mode

Previous Chapter -- Next Chapter


Author: Félix de Maneville
Follow me on Twitter

Published by Qongzi

💖 💪 🙅 🚩
qongzi
Qongzi

Posted on February 21, 2022

Join Our Newsletter. No Spam, Only the good stuff.

Sign up to receive the latest update from our blog.

Related

Bevy Minesweeper: Introduction
rust Bevy Minesweeper: Introduction

February 21, 2022

Bevy Minesweeper: WASM build
rust Bevy Minesweeper: WASM build

February 21, 2022

Bevy Minesweeper: Marking Tiles
rust Bevy Minesweeper: Marking Tiles

February 21, 2022

Bevy Minesweeper: The Board
rust Bevy Minesweeper: The Board

February 21, 2022