-use common::Point;
+use common::{Point, Dimension};
use core::render::Renderer;
use sprites::SpriteManager;
+use std::rc::Rc;
+use {point, dimen};
mod lvlgen;
pub struct Level {
pub gravity: Point<f64>,
pub grid: Grid<bool>,
- walls: Vec<Vec<Point<isize>>>,
+ walls: Vec<Rc<WallRegion>>,
+ wall_grid: Grid<Vec<Rc<WallEdge>>>,
}
impl Level {
- // pub fn new(gravity: Point<f64>) -> Self {
- // let seed = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32;
- // let mut lvl = Level { gravity, grid: Grid::generate(seed, 10), iterations: 10, walls: vec!() };
- // lvl.filter_regions();
- // lvl
- // }
+ pub fn new(gravity: Point<f64>, grid: Grid<bool>, mut walls: Vec<Rc<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);
+ Level {
+ gravity,
+ grid,
+ walls,
+ wall_grid,
+ }
+ }
+
+ /// Creates a grid of wall edges for fast lookup
+ fn build_wall_grid(walls: &mut Vec<Rc<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 mut grid = vec!(vec!(vec!(); size.height); size.width);
+
+ for wall in walls {
+ for edge in &wall.edges {
+ // TODO: include cells that this edge overlaps
+ for p in &[edge.p1, edge.p2] {
+ let p = point!(p.x as usize, p.y as usize) / cs;
+ 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));
+ }
+ }
+ }
+
+ Grid {
+ size,
+ cell_size: dimen!(cs.x, cs.y),
+ cells: grid,
+ }
+ }
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;
- for x in 0..self.grid.width {
- for y in 0..self.grid.height {
+ let size = &self.grid.cell_size;
+ for x in 0..self.grid.size.width {
+ for y in 0..self.grid.size.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();
+ renderer.canvas().fill_rect(sdl2::rect::Rect::new(
+ x as i32 * size.width as i32,
+ y as i32 * size.height as i32,
+ size.width as u32,
+ size.height as u32)).unwrap();
+ }
+ }
+ }
+
+ // wall grid
+ renderer.canvas().set_draw_color((0, 32, 0));
+ let size = &self.wall_grid.cell_size;
+ 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() {
+ renderer.canvas().fill_rect(sdl2::rect::Rect::new(
+ x as i32 * size.width as i32,
+ y as i32 * size.height as i32,
+ size.width as u32,
+ size.height as u32)).unwrap();
}
}
}
- let off = (size / 2) as i32;
+ // walls
for wall in &self.walls {
- for w in wall.windows(2) {
- renderer.draw_line((w[0].x as i32 + off, w[0].y as i32 + off), (w[1].x as i32 + off, w[1].y as i32 + off), (255, 255, 0));
+ for e in &wall.edges {
+ renderer.draw_line(
+ <(i32, i32)>::from(e.p1.to_i32()),
+ <(i32, i32)>::from(e.p2.to_i32()),
+ (255, 255, 0));
}
- let last = wall.len() - 1;
- renderer.draw_line((wall[0].x as i32 + off, wall[0].y as i32 + off), (wall[last].x as i32 + off, wall[last].y as i32 + off), (255, 255, 0));
}
}
}
////////// GRID ////////////////////////////////////////////////////////////////
-#[derive(Default)]
+#[derive(Debug, Default)]
pub struct Grid<T> {
- pub width: usize,
- pub height: usize,
- pub cell_size: usize,
+ pub size: Dimension<usize>,
+ pub cell_size: Dimension<usize>,
pub cells: Vec<Vec<T>>,
}
+
+////////// WALL REGION /////////////////////////////////////////////////////////
+
+#[derive(Debug)]
+pub struct WallRegion {
+ edges: Vec<Rc<WallEdge>>,
+}
+
+impl WallRegion {
+ pub fn new(points: Vec<Point<f64>>) -> Rc<Self> {
+ let mut edges = vec!();
+
+ for i in 0..points.len() {
+ let edge = Rc::new(WallEdge {
+ index: i,
+ p1: points[i],
+ p2: points[(i + 1) % points.len()],
+ });
+ edges.push(edge);
+ }
+
+ Rc::new(WallRegion { edges })
+ }
+
+ #[allow(dead_code)]
+ fn next(&self, index: usize) -> Rc<WallEdge> {
+ let index = (index + 1) % self.edges.len();
+ Rc::clone(&self.edges[index])
+ }
+
+ #[allow(dead_code)]
+ fn previous(&self, index: usize) -> Rc<WallEdge> {
+ let index = (index + self.edges.len() + 1) % self.edges.len();
+ Rc::clone(&self.edges[index])
+ }
+}
+
+////////// WALL EDGE ///////////////////////////////////////////////////////////
+
+#[derive(Debug, Default)]
+struct WallEdge {
+ index: usize,
+ pub p1: Point<f64>,
+ pub p2: Point<f64>,
+}