| 1 | use common::{Point, Dimension}; |
| 2 | use core::render::Renderer; |
| 3 | use sprites::SpriteManager; |
| 4 | use std::rc::Rc; |
| 5 | use {point, dimen}; |
| 6 | |
| 7 | mod lvlgen; |
| 8 | |
| 9 | pub use self::lvlgen::LevelGenerator; |
| 10 | |
| 11 | ////////// LEVEL /////////////////////////////////////////////////////////////// |
| 12 | |
| 13 | #[derive(Default)] |
| 14 | pub struct Level { |
| 15 | pub gravity: Point<f64>, |
| 16 | pub grid: Grid<bool>, |
| 17 | walls: Vec<Rc<WallRegion>>, |
| 18 | wall_grid: Grid<Vec<Rc<WallEdge>>>, |
| 19 | } |
| 20 | |
| 21 | impl Level { |
| 22 | pub fn new(gravity: Point<f64>, grid: Grid<bool>, mut walls: Vec<Rc<WallRegion>>) -> Self { |
| 23 | let size = (2560, 1440); // TODO: get actual size from walls or something |
| 24 | let wall_grid = Level::build_wall_grid(&mut walls, &size.into()); |
| 25 | dbg!(&wall_grid.cell_size); |
| 26 | Level { |
| 27 | gravity, |
| 28 | grid, |
| 29 | walls, |
| 30 | wall_grid, |
| 31 | } |
| 32 | } |
| 33 | |
| 34 | /// Creates a grid of wall edges for fast lookup |
| 35 | fn build_wall_grid(walls: &mut Vec<Rc<WallRegion>>, lvlsize: &Dimension<usize>) -> Grid<Vec<Rc<WallEdge>>> { |
| 36 | let size = dimen!(lvlsize.width / 20, lvlsize.height / 20); // TODO: make sure all walls fit within the grid bounds |
| 37 | let cs = point!(lvlsize.width / size.width, lvlsize.height / size.height); |
| 38 | //let cs = point!(cell_size.width as f64, cell_size.height as f64); |
| 39 | let mut grid = vec!(vec!(vec!(); size.height); size.width); |
| 40 | |
| 41 | for wall in walls { |
| 42 | for edge in &wall.edges { |
| 43 | // TODO: include cells that this edge overlaps |
| 44 | for p in &[edge.p1, edge.p2] { |
| 45 | let p = point!(p.x as usize, p.y as usize) / cs; |
| 46 | grid[0.max(p.x as usize).min(size.width - 1)][0.max(p.y as usize).min(size.height - 1)].push(Rc::clone(edge)); |
| 47 | } |
| 48 | } |
| 49 | } |
| 50 | |
| 51 | Grid { |
| 52 | size, |
| 53 | cell_size: dimen!(cs.x, cs.y), |
| 54 | cells: grid, |
| 55 | } |
| 56 | } |
| 57 | |
| 58 | pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) { |
| 59 | // original grid |
| 60 | renderer.canvas().set_draw_color((64, 64, 64)); |
| 61 | let size = &self.grid.cell_size; |
| 62 | for x in 0..self.grid.size.width { |
| 63 | for y in 0..self.grid.size.height { |
| 64 | if self.grid.cells[x][y] { |
| 65 | renderer.canvas().fill_rect(sdl2::rect::Rect::new( |
| 66 | x as i32 * size.width as i32, |
| 67 | y as i32 * size.height as i32, |
| 68 | size.width as u32, |
| 69 | size.height as u32)).unwrap(); |
| 70 | } |
| 71 | } |
| 72 | } |
| 73 | |
| 74 | // wall grid |
| 75 | renderer.canvas().set_draw_color((0, 32, 0)); |
| 76 | let size = &self.wall_grid.cell_size; |
| 77 | for x in 0..self.wall_grid.size.width { |
| 78 | for y in 0..self.wall_grid.size.height { |
| 79 | if !self.wall_grid.cells[x][y].is_empty() { |
| 80 | renderer.canvas().fill_rect(sdl2::rect::Rect::new( |
| 81 | x as i32 * size.width as i32, |
| 82 | y as i32 * size.height as i32, |
| 83 | size.width as u32, |
| 84 | size.height as u32)).unwrap(); |
| 85 | } |
| 86 | } |
| 87 | } |
| 88 | |
| 89 | // walls |
| 90 | for wall in &self.walls { |
| 91 | for e in &wall.edges { |
| 92 | renderer.draw_line( |
| 93 | <(i32, i32)>::from(e.p1.to_i32()), |
| 94 | <(i32, i32)>::from(e.p2.to_i32()), |
| 95 | (255, 255, 0)); |
| 96 | } |
| 97 | } |
| 98 | } |
| 99 | } |
| 100 | |
| 101 | ////////// GRID //////////////////////////////////////////////////////////////// |
| 102 | |
| 103 | #[derive(Debug, Default)] |
| 104 | pub struct Grid<T> { |
| 105 | pub size: Dimension<usize>, |
| 106 | pub cell_size: Dimension<usize>, |
| 107 | pub cells: Vec<Vec<T>>, |
| 108 | } |
| 109 | |
| 110 | ////////// WALL REGION ///////////////////////////////////////////////////////// |
| 111 | |
| 112 | #[derive(Debug)] |
| 113 | pub struct WallRegion { |
| 114 | edges: Vec<Rc<WallEdge>>, |
| 115 | } |
| 116 | |
| 117 | impl WallRegion { |
| 118 | pub fn new(points: Vec<Point<f64>>) -> Rc<Self> { |
| 119 | let mut edges = vec!(); |
| 120 | |
| 121 | for i in 0..points.len() { |
| 122 | let edge = Rc::new(WallEdge { |
| 123 | index: i, |
| 124 | p1: points[i], |
| 125 | p2: points[(i + 1) % points.len()], |
| 126 | }); |
| 127 | edges.push(edge); |
| 128 | } |
| 129 | |
| 130 | Rc::new(WallRegion { edges }) |
| 131 | } |
| 132 | |
| 133 | #[allow(dead_code)] |
| 134 | fn next(&self, index: usize) -> Rc<WallEdge> { |
| 135 | let index = (index + 1) % self.edges.len(); |
| 136 | Rc::clone(&self.edges[index]) |
| 137 | } |
| 138 | |
| 139 | #[allow(dead_code)] |
| 140 | fn previous(&self, index: usize) -> Rc<WallEdge> { |
| 141 | let index = (index + self.edges.len() + 1) % self.edges.len(); |
| 142 | Rc::clone(&self.edges[index]) |
| 143 | } |
| 144 | } |
| 145 | |
| 146 | ////////// WALL EDGE /////////////////////////////////////////////////////////// |
| 147 | |
| 148 | #[derive(Debug, Default)] |
| 149 | struct WallEdge { |
| 150 | index: usize, |
| 151 | pub p1: Point<f64>, |
| 152 | pub p2: Point<f64>, |
| 153 | } |