use common::Point2D; use core::render::Renderer; use rand::Rng; use sprites::SpriteManager; ////////// LEVEL /////////////////////////////////////////////////////////////// #[derive(Default)] pub struct Level { pub gravity: Point2D, pub ground: f64, // just to have something pub grid: Grid, iterations: u8, } impl Level { pub fn new(gravity: Point2D, ground: f64) -> Self { Level { gravity, ground, grid: Grid::generate(10), iterations: 10 } } pub fn regenerate(&mut self) { self.grid = Grid::generate(self.iterations); } pub fn increase_iteration(&mut self) { self.iterations += 1; self.regenerate(); println!("iterate {} time(s)", self.iterations); } pub fn decrease_iteration(&mut self) { self.iterations -= 1; self.regenerate(); println!("iterate {} time(s)", self.iterations); } pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) { let w = renderer.viewport().0 as i32; renderer.canvas().set_draw_color((64, 64, 64)); let size = self.grid.cell_size; for x in 0..self.grid.width { for y in 0..self.grid.height { if self.grid.cells[x][y] { renderer.canvas().fill_rect(sdl2::rect::Rect::new(x as i32 * size as i32, y as i32 * size as i32, size as u32, size as u32)).unwrap(); } } } for i in 1..11 { let y = (i * i - 1) as i32 + self.ground as i32; renderer.canvas().set_draw_color((255 - i * 20, 255 - i * 20, 0)); renderer.canvas().draw_line((0, y), (w, y)).unwrap(); } } } ////////// GRID //////////////////////////////////////////////////////////////// #[derive(Default)] pub struct Grid { pub width: usize, pub height: usize, pub cell_size: usize, pub cells: Vec>, } impl Grid { fn generate(iterations: u8) -> Grid { let cell_size = 10; let (width, height) = (1280 / cell_size, 600 / cell_size); let mut cells = vec!(vec!(true; height); width); let mut rng = rand::thread_rng(); // randomize for x in 1..(width - 1) { for y in 1..(height - 1) { cells[x][y] = rng.gen_range(0, 100) > 55; } } // smooth // let mut count = 0; // loop { // count += 1; // println!("iteration {}", count); for _i in 0..iterations { let mut next = vec!(vec!(true; height); width); for x in 1..(width - 1) { for y in 1..(height - 1) { match Grid::neighbours(&cells, x, y) { n if n < 4 => next[x][y] = false, n if n > 4 => next[x][y] = true, _ => next[x][y] = cells[x][y] }; } } if cells == next { break; } else { cells = next; } } Grid { width, height, cell_size, cells } } fn neighbours(grid: &Vec>, px: usize, py: usize) -> u8 { let mut count = 0; for x in (px - 1)..=(px + 1) { for y in (py - 1)..=(py + 1) { if !(x == px && y == py) && grid[x][y] { count += 1; } } } count } }