pub struct Level {
pub gravity: Point<f64>,
pub grid: Grid<bool>,
- walls: Vec<Rc<WallRegion>>,
+ walls: Vec<WallRegion>,
wall_grid: Grid<Vec<Rc<WallEdge>>>,
}
impl Level {
- pub fn new(gravity: Point<f64>, grid: Grid<bool>, mut walls: Vec<Rc<WallRegion>>) -> Self {
+ pub fn new(gravity: Point<f64>, grid: Grid<bool>, mut walls: Vec<WallRegion>) -> Self {
let size = (2560, 1440); // TODO: get actual size from walls or something
let wall_grid = Level::build_wall_grid(&mut walls, &size.into());
- dbg!(&wall_grid.cell_size);
+ dbg!(&wall_grid.scale);
Level {
gravity,
grid,
fn build_wall_grid(walls: &mut Vec<WallRegion>, lvlsize: &Dimension<usize>) -> Grid<Vec<Rc<WallEdge>>> {
let size = dimen!(lvlsize.width / 20, lvlsize.height / 20); // TODO: make sure all walls fit within the grid bounds
let cs = point!(lvlsize.width / size.width, lvlsize.height / size.height);
- //let cs = point!(cell_size.width as f64, cell_size.height as f64);
+ //let cs = point!(scale.width as f64, scale.height as f64);
let mut grid = Grid {
cells: vec!(vec!(vec!(); size.height); size.width),
size,
- cell_size: dimen!(cs.x, cs.y),
+ scale: dimen!(cs.x as f64, cs.y as f64),
};
for wall in walls {
pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
// original grid
renderer.canvas().set_draw_color((64, 64, 64));
- let size = &self.grid.cell_size;
+ let size = &self.grid.scale;
for x in 0..self.grid.size.width {
for y in 0..self.grid.size.height {
if self.grid.cells[x][y] {
// wall grid
renderer.canvas().set_draw_color((0, 32, 0));
- let size = &self.wall_grid.cell_size;
+ let size = &self.wall_grid.scale;
for x in 0..self.wall_grid.size.width {
for y in 0..self.wall_grid.size.height {
if !self.wall_grid.cells[x][y].is_empty() {
#[derive(Debug, Default)]
pub struct Grid<T> {
pub size: Dimension<usize>,
- pub cell_size: Dimension<usize>,
+ pub scale: Dimension<f64>,
pub cells: Vec<Vec<T>>,
}
/// Returns a list of grid coordinates that a line in world coordinates passes through.
pub fn grid_coordinates_on_line(&self, p1: Point<f64>, p2: Point<f64>) -> Vec<Point<usize>> {
- let scale = (self.cell_size.width as f64, self.cell_size.height as f64);
- supercover_line(p1 / scale, p2 / scale)
+ supercover_line(p1 / self.scale, p2 / self.scale)
.iter()
.map(|c| self.to_grid_coordinate(*c))
.flatten()