From: Tomas Wenström Date: Sat, 30 Jan 2021 14:39:46 +0000 (+0100) Subject: Refactored level generation + fixed bug with wall finding X-Git-Url: http://www.dolda2000.com/gitweb/?p=kaka%2Frust-sdl-test.git;a=commitdiff_plain;h=7991463123d291446f06630ae0fe0bbe2427ad23 Refactored level generation + fixed bug with wall finding --- diff --git a/src/core/game.rs b/src/core/game.rs index 125bd1a..e8893de 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,10 +1,10 @@ -use AppState; use ActiveState; +use AppState; use common::{Point2D, Radians}; use core::app::StateChange; use core::controller::Controller; use core::controller::ControllerManager; -use core::level::Level; +use core::level::{Level, LevelGenerator}; use core::render::Renderer; use point; use sdl2::event::Event; @@ -21,12 +21,15 @@ use time::Duration; #[derive(Default)] pub struct GameState { world: World, + lvlgen: LevelGenerator, } impl GameState { pub fn new() -> Self { + let lvlgen = LevelGenerator::new(0, 5); GameState { - world: World::new(), + world: World::new(lvlgen.generate()), + lvlgen, } } } @@ -58,16 +61,18 @@ impl AppState for GameState { return Some(StateChange::Push(Box::new(ActiveState::new((800, 600))))) } Event::KeyDown { keycode: Some(Keycode::Space), .. } => { - self.world.level = Level::new(self.world.level.gravity); + self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32; + self.world.level = self.lvlgen.generate(); } Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => { - self.world.level.increase_iteration(); + self.lvlgen.iterations += 1; + println!("{} iteration(s) of cellular automata", self.lvlgen.iterations); + self.world.level = self.lvlgen.generate(); } Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => { - self.world.level.decrease_iteration(); - } - Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => { - self.world.level.filter_regions(); + self.lvlgen.iterations = 1.max(self.lvlgen.iterations - 1); + println!("{} iteration(s) of cellular automata", self.lvlgen.iterations); + self.world.level = self.lvlgen.generate(); } _ => {} } @@ -84,9 +89,9 @@ pub struct World { } impl World { - pub fn new() -> Self { + pub fn new(level: Level) -> Self { World { - level: Level::new(point!(0.0, 0.1)), + level, ..Default::default() } } diff --git a/src/core/level.rs b/src/core/level.rs deleted file mode 100644 index 4937551..0000000 --- a/src/core/level.rs +++ /dev/null @@ -1,400 +0,0 @@ -use common::Point2D; -use ::{point, time_scope}; -use core::render::Renderer; -use noise::{NoiseFn, OpenSimplex, Seedable}; -use rand::Rng; -use sprites::SpriteManager; - -////////// LEVEL /////////////////////////////////////////////////////////////// - -#[derive(Default)] -pub struct Level { - pub gravity: Point2D, - pub grid: Grid, - iterations: u8, - walls: Vec>>, -} - -impl Level { - pub fn new(gravity: Point2D) -> Self { - let mut lvl = Level { gravity, grid: Grid::generate(10), iterations: 10, walls: vec!() }; - lvl.filter_regions(); - lvl - } - - fn generate(&mut self) { - self.grid = Grid::generate(self.iterations); - } - - pub fn increase_iteration(&mut self) { - self.iterations += 1; - self.generate(); - println!("iterate {} time(s)", self.iterations); - } - - pub fn decrease_iteration(&mut self) { - self.iterations -= 1; - self.generate(); - println!("iterate {} time(s)", self.iterations); - } - - pub fn filter_regions(&mut self) { - self.grid.filter_regions(); - let mut walls = vec!(); - for mut r in self.grid.find_regions() { - if r.value { - let mut outline = r.outline(self.grid.cell_size); - for i in 2..(outline.len() - 2) { -// outline[i] = (outline[i - 1] + outline[i] + outline[i + 1]) / 3; - outline[i] = (outline[i - 2] + outline[i - 1] + outline[i] + outline[i + 1] + outline[i + 2]) / 5; - } - walls.push(outline); - } - } - self.walls = walls; - } - - pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) { - 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(); - } - } - } - - let off = (size / 2) as i32; - 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)); - } - 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)] -pub struct Grid { - pub width: usize, - pub height: usize, - pub cell_size: usize, - pub cells: Vec>, -} - -impl Grid { - fn generate(iterations: u8) -> Grid { - time_scope!("grid generation"); - - let cell_size = 20; - let (width, height) = (2560 / cell_size, 1440 / cell_size); - - let mut grid = Grid { - cell_size, - width, - height, - cells: vec!(vec!(true; height); width), - }; - - // start with some noise -// grid.simplex_noise(); - grid.random_noise(); - - // smooth with cellular automata - grid.smooth(iterations); -// grid.smooth_until_equilibrium(); - - // increase resolution - for _i in 0..1 { - grid = grid.subdivide(); - grid.smooth(iterations); - } - - grid - } - - #[allow(dead_code)] - fn simplex_noise(&mut self) { - let noise = OpenSimplex::new().set_seed(std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32); - self.set_each(|x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1); - } - - #[allow(dead_code)] - fn random_noise(&mut self) { - let mut rng = rand::thread_rng(); - let noise = OpenSimplex::new().set_seed(std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32); - self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + (150.0 * noise.get([_x as f64 / 40.0, _y as f64 / 10.0])) as usize), 1); // more horizontal platforms - // let w = self.width as f64; - // self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + ((15 * _x) as f64 / w) as usize), 1); // opens up to the right - } - - #[allow(dead_code)] - fn smooth(&mut self, iterations: u8) { - let distance = 1; - for _i in 0..iterations { - let mut next = vec!(vec!(true; self.height); self.width); - for x in distance..(self.width - distance) { - for y in distance..(self.height - distance) { - match Grid::neighbours(&self.cells, x, y, distance) { - n if n < 4 => next[x][y] = false, - n if n > 4 => next[x][y] = true, - _ => next[x][y] = self.cells[x][y] - } - } - } - if self.cells == next { - break; // exit early - } else { - self.cells = next; - } - } - } - - #[allow(dead_code)] - fn smooth_until_equilibrium(&mut self) { - let distance = 1; - let mut count = 0; - loop { - count += 1; - let mut next = vec!(vec!(true; self.height); self.width); - for x in distance..(self.width - distance) { - for y in distance..(self.height - distance) { - match Grid::neighbours(&self.cells, x, y, distance) { - n if n < 4 => next[x][y] = false, - n if n > 4 => next[x][y] = true, - _ => next[x][y] = self.cells[x][y] - }; - } - } - if self.cells == next { - break; - } else { - self.cells = next; - } - } - println!("{} iterations needed", count); - } - - fn neighbours(grid: &Vec>, px: usize, py: usize, distance: usize) -> u8 { - let mut count = 0; - for x in (px - distance)..=(px + distance) { - for y in (py - distance)..=(py + distance) { - if !(x == px && y == py) && grid[x][y] { - count += 1; - } - } - } - count - } - - fn set_each bool>(&mut self, mut func: F, walls: usize) { - for x in walls..(self.width - walls) { - for y in walls..(self.height - walls) { - self.cells[x][y] = func(x, y); - } - } - } - - fn subdivide(&mut self) -> Grid { - let (width, height) = (self.width * 2, self.height * 2); - let mut cells = vec!(vec!(true; height); width); - for x in 1..(width - 1) { - for y in 1..(height - 1) { - cells[x][y] = self.cells[x / 2][y / 2]; - } - } - Grid { - cell_size: self.cell_size / 2, - width, - height, - cells - } - } - - fn find_regions(&self) -> Vec { - time_scope!("finding all regions"); - let mut regions = vec!(); - let mut marked = vec!(vec!(false; self.height); self.width); - for x in 0..self.width { - for y in 0..self.height { - if !marked[x][y] { - regions.push(self.get_region_at_point(x, y, &mut marked)); - } - } - } - regions - } - - fn get_region_at_point(&self, x: usize, y: usize, marked: &mut Vec>) -> Region { - let value = self.cells[x][y]; - let mut cells = vec!(); - let mut queue = vec!((x, y)); - marked[x][y] = true; - - while let Some(p) = queue.pop() { - cells.push(p); - for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] { - let ip = (p.0 as isize + i.0, p.1 as isize + i.1); - if ip.0 >= 0 && ip.0 < self.width as isize && ip.1 >= 0 && ip.1 < self.height as isize { - let up = (ip.0 as usize, ip.1 as usize); - if self.cells[up.0][up.1] == value && !marked[up.0][up.1] { - marked[up.0][up.1] = true; - queue.push(up); - } - } - } - } - - Region { value, cells } - } - - fn delete_region(&mut self, region: &Region) { - for c in ®ion.cells { - self.cells[c.0][c.1] = !region.value; - } - } - - pub fn filter_regions(&mut self) { - let min_wall_size = 0.0015; - println!("grid size: ({}, {}) = {} cells", self.width, self.height, self.width * self.height); - println!("min wall size: {}", (self.width * self.height) as f64 * min_wall_size); - - // delete all smaller wall regions - for r in self.find_regions().iter().filter(|r| r.value) { - let percent = r.cells.len() as f64 / (self.width * self.height) as f64; - if percent < min_wall_size { - println!("delete wall region of size {}", r.cells.len()); - self.delete_region(r); - } - } - - // delete all rooms but the largest - let regions = self.find_regions(); // check again, because if a removed room contains a removed wall, the removed wall will become a room - let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect(); - rooms.sort_by_key(|r| r.cells.len()); - rooms.reverse(); - while rooms.len() > 1 { - self.delete_region(rooms.pop().unwrap()); - } - } -} - -////////// REGION ////////////////////////////////////////////////////////////// - -struct Region { - value: bool, - cells: Vec<(usize, usize)>, -} - -impl Region { - fn enclosing_rect(&self) -> (usize, usize, usize, usize) { - let mut min = (usize::MAX, usize::MAX); - let mut max = (0, 0); - for c in &self.cells { - if c.0 < min.0 { min.0 = c.0; } - else if c.0 > max.0 { max.0 = c.0; } - if c.1 < min.1 { min.1 = c.1; } - else if c.1 > max.1 { max.1 = c.1; } - } - (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) - } - - pub fn outline(&mut self, scale: usize) -> Vec> { - let rect = self.enclosing_rect(); - let (ox, oy, w, h) = rect; - let grid = self.grid(&rect); - let mut marked = vec!(vec!(false; h); w); - let mut outline = vec!(); - - let (mut p, mut dir) = self.find_first_point_of_outline(&rect, &grid); -// println!("starting at {:?} with dir {:?}", p, dir); - marked[p.x as usize][p.y as usize] = true; - loop { - outline.push((p + (ox as isize, oy as isize)) * scale as isize); - let result = self.find_next_point_of_outline(&grid, p, dir); - p = result.0; - dir = result.1; -// println!("next at {:?} with dir {:?}", p, dir); - if marked[p.x as usize][p.y as usize] { - // we're back at the beginning - break; - } - marked[p.x as usize][p.y as usize] = true; - } - - outline - } - - fn grid(&self, rect: &(usize, usize, usize, usize)) -> Vec> { - let (x, y, w, h) = rect; - let mut grid = vec!(vec!(false; *h); *w); - for c in &self.cells { - grid[c.0 - x][c.1 - y] = true; - } - grid - } - - fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec>) -> (Point2D, Point2D) { - let (ox, oy, w, h) = rect; - let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level - for x in 0..*w { - for y in 0..*h { - if is_outer_wall && !grid[x][y] { - return (point!(x as isize, y as isize - 1), point!(0, 1)) // one step back because we're not on a wall tile - } - else if !is_outer_wall && grid[x][y] { - return (point!(x as isize, y as isize), point!(1, 0)) - } - } - } - panic!("no wall found!"); - } - - fn find_next_point_of_outline(&self, grid: &Vec>, p: Point2D, dir: Point2D) -> (Point2D, Point2D) { - let left = match dir.into() { - (-1, 0) => (0, 1), - (0, 1) => (1, 0), - (1, 0) => (0, -1), - (0, -1) => (-1, 0), - _ => (0, 0), - }; - let right = match dir.into() { - (0, 1) => (-1, 0), - (1, 0) => (0, 1), - (0, -1) => (1, 0), - (-1, 0) => (0, -1), - _ => (0, 0), - }; - if self.check(p + dir, grid) { -// println!("{:?} is true", p + dir); - if self.check(p + dir + left, grid) { -// println!("going left to {:?}", p + dir + left); - return (p + dir + left, left.into()) - } else { - return (p + dir, dir) - } - } else { -// println!("{:?} is false", p + dir); - if self.check(p + dir + right, grid) { -// println!("going right to {:?}", p + dir + right); - return (p + dir + right, dir) - } else { -// println!("going right from p to {:?}", p + right); - return (p + right, right.into()) - } - } - } - - fn check(&self, p: Point2D, grid: &Vec>) -> bool { - if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize { - false - } else { - grid[p.x as usize][p.y as usize] - } - } -} diff --git a/src/core/level/lvlgen.rs b/src/core/level/lvlgen.rs new file mode 100644 index 0000000..3dcc3a7 --- /dev/null +++ b/src/core/level/lvlgen.rs @@ -0,0 +1,351 @@ +use {point, time_scope}; +use common::Point2D; +use super::{Grid, Level}; +use noise::{NoiseFn, OpenSimplex, Seedable}; +use rand::Rng; + +////////// LEVEL GENERATOR ///////////////////////////////////////////////////// + +#[derive(Default)] +pub struct LevelGenerator { + pub seed: u32, + pub iterations: u8, +} + +impl LevelGenerator { + pub fn new(seed: u32, iterations: u8) -> Self{ + LevelGenerator { seed, iterations } + } + + pub fn generate(&self) -> Level { + time_scope!("grid generation"); + + let cell_size = 20; + let (width, height) = (2560 / cell_size, 1440 / cell_size); + + let mut grid = Grid { + cell_size, + width, + height, + cells: vec!(vec!(true; height); width), + }; + + // start with some noise +// self.simplex_noise(&mut grid); + self.random_noise(&mut grid); + + // smooth with cellular automata + self.smooth(&mut grid); +// grid.smooth_until_equilibrium(&mut grid); + + // increase resolution + for _i in 0..1 { + grid = self.subdivide(&mut grid); + self.smooth(&mut grid); +// self.smooth_until_equilibrium(&mut grid); + } + + self.filter_regions(&mut grid); + + let walls = self.find_walls(&grid); + Level { + gravity: point!(0.0, 0.1), + grid, + walls, + } + } + + #[allow(dead_code)] + fn simplex_noise(&self, grid: &mut Grid) { + let noise = OpenSimplex::new().set_seed(self.seed); + self.set_each(grid, |x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1); + } + + #[allow(dead_code)] + fn random_noise(&self, grid: &mut Grid) { + let mut rng: rand::prelude::StdRng = rand::SeedableRng::seed_from_u64(self.seed as u64); + let noise = OpenSimplex::new().set_seed(self.seed); + self.set_each(grid, |_x, _y| rng.gen_range(0, 100) > (45 + (150.0 * noise.get([_x as f64 / 40.0, _y as f64 / 10.0])) as usize), 1); // more horizontal platforms + // let w = self.width as f64; + // self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + ((15 * _x) as f64 / w) as usize), 1); // opens up to the right + } + + #[allow(dead_code)] + fn smooth(&self, grid: &mut Grid) { + let distance = 1; + for _i in 0..self.iterations { + let mut next = vec!(vec!(true; grid.height); grid.width); + for x in distance..(grid.width - distance) { + for y in distance..(grid.height - distance) { + match self.neighbours(&grid.cells, x, y, distance) { + n if n < 4 => next[x][y] = false, + n if n > 4 => next[x][y] = true, + _ => next[x][y] = grid.cells[x][y] + } + } + } + if grid.cells == next { + break; // exit early + } else { + grid.cells = next; + } + } + } + + #[allow(dead_code)] + fn smooth_until_equilibrium(&self, grid: &mut Grid) { + let distance = 1; + let mut count = 0; + loop { + count += 1; + let mut next = vec!(vec!(true; grid.height); grid.width); + for x in distance..(grid.width - distance) { + for y in distance..(grid.height - distance) { + match self.neighbours(&grid.cells, x, y, distance) { + n if n < 4 => next[x][y] = false, + n if n > 4 => next[x][y] = true, + _ => next[x][y] = grid.cells[x][y] + }; + } + } + if grid.cells == next { + break; + } else { + grid.cells = next; + } + } + println!("{} iterations needed", count); + } + + fn neighbours(&self, grid: &Vec>, px: usize, py: usize, distance: usize) -> u8 { + let mut count = 0; + for x in (px - distance)..=(px + distance) { + for y in (py - distance)..=(py + distance) { + if !(x == px && y == py) && grid[x][y] { + count += 1; + } + } + } + count + } + + fn set_each bool>(&self, grid: &mut Grid, mut func: F, walls: usize) { + for x in walls..(grid.width - walls) { + for y in walls..(grid.height - walls) { + grid.cells[x][y] = func(x, y); + } + } + } + + fn subdivide(&self, grid: &mut Grid) -> Grid { + let (width, height) = (grid.width * 2, grid.height * 2); + let mut cells = vec!(vec!(true; height); width); + for x in 1..(width - 1) { + for y in 1..(height - 1) { + cells[x][y] = grid.cells[x / 2][y / 2]; + } + } + Grid { + cell_size: grid.cell_size / 2, + width, + height, + cells + } + } + + fn find_regions(&self, grid: &Grid) -> Vec { + time_scope!("finding all regions"); + let mut regions = vec!(); + let mut marked = vec!(vec!(false; grid.height); grid.width); + for x in 0..grid.width { + for y in 0..grid.height { + if !marked[x][y] { + regions.push(self.get_region_at_point(grid, x, y, &mut marked)); + } + } + } + regions + } + + fn get_region_at_point(&self, grid: &Grid, x: usize, y: usize, marked: &mut Vec>) -> Region { + let value = grid.cells[x][y]; + let mut cells = vec!(); + let mut queue = vec!((x, y)); + marked[x][y] = true; + + while let Some(p) = queue.pop() { + cells.push(p); + for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] { + let ip = (p.0 as isize + i.0, p.1 as isize + i.1); + if ip.0 >= 0 && ip.0 < grid.width as isize && ip.1 >= 0 && ip.1 < grid.height as isize { + let up = (ip.0 as usize, ip.1 as usize); + if grid.cells[up.0][up.1] == value && !marked[up.0][up.1] { + marked[up.0][up.1] = true; + queue.push(up); + } + } + } + } + + Region { value, cells } + } + + fn delete_region(&self, grid: &mut Grid, region: &Region) { + for c in ®ion.cells { + grid.cells[c.0][c.1] = !region.value; + } + } + + fn filter_regions(&self, grid: &mut Grid) { + let min_wall_size = 0.0015; + println!("grid size: ({}, {}) = {} cells", grid.width, grid.height, grid.width * grid.height); + println!("min wall size: {}", (grid.width * grid.height) as f64 * min_wall_size); + + // delete all smaller wall regions + for r in self.find_regions(grid).iter().filter(|r| r.value) { + let percent = r.cells.len() as f64 / (grid.width * grid.height) as f64; + if percent < min_wall_size { + // println!("delete wall region of size {}", r.cells.len()); + self.delete_region(grid, r); + } + } + + // delete all rooms but the largest + let regions = self.find_regions(grid); // check again, because if a removed room contains a removed wall, the removed wall will become a room + let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect(); + rooms.sort_by_key(|r| r.cells.len()); + rooms.reverse(); + while rooms.len() > 1 { + self.delete_region(grid, rooms.pop().unwrap()); + } + } + + fn find_walls(&self, grid: &Grid) -> Vec>> { + let mut walls = vec!(); + for r in self.find_regions(&grid) { + if r.value { + let mut outline = r.outline(grid.cell_size); + for i in 2..(outline.len() - 2) { +// outline[i] = (outline[i - 1] + outline[i] + outline[i + 1]) / 3; + outline[i] = (outline[i - 2] + outline[i - 1] + outline[i] + outline[i + 1] + outline[i + 2]) / 5; + } + walls.push(outline); + } + } + walls + } +} + +////////// REGION ////////////////////////////////////////////////////////////// + +struct Region { + value: bool, + cells: Vec<(usize, usize)>, +} + +impl Region { + fn enclosing_rect(&self) -> (usize, usize, usize, usize) { + let mut min = (usize::MAX, usize::MAX); + let mut max = (0, 0); + for c in &self.cells { + if c.0 < min.0 { min.0 = c.0; } + else if c.0 > max.0 { max.0 = c.0; } + if c.1 < min.1 { min.1 = c.1; } + else if c.1 > max.1 { max.1 = c.1; } + } + (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) + } + + pub fn outline(&self, scale: usize) -> Vec> { + let rect = self.enclosing_rect(); + let (ox, oy, w, h) = rect; + let grid = self.grid(&rect); + let mut marked = vec!(vec!(false; h); w); + let mut outline = vec!(); + let mut directions = vec!((1, 0), (1, 1), (0, 1), (-1, 1), (-1, 0), (-1, -1), (0, -1), (1, -1)); // 8 directions rotating right from starting direction right + + let mut p = self.find_first_point_of_outline(&rect, &grid); + marked[p.x as usize][p.y as usize] = true; + loop { + outline.push((p + (ox as isize, oy as isize)) * scale as isize); + self.find_next_point_of_outline(&grid, &mut p, &mut directions); + if marked[p.x as usize][p.y as usize] { + // we're back at the beginning + break; + } + marked[p.x as usize][p.y as usize] = true; + } + + outline + } + + #[allow(dead_code)] + fn print_grid(&self, grid: &Vec>) { + let w = grid.len(); + let h = grid[0].len(); + let mut g = vec!(vec!(false; w); h); + for x in 0..w { + for y in 0..h { + g[y][x] = grid[x][y]; + } + } + println!("grid {} x {}", w, h); + print!(" "); + for n in 0..w { + print!("{}", n % 10); + } + println!(); + for (n, row) in g.iter().enumerate() { + print!("{:>3}|", n); + for col in row { + print!("{}", if *col { "#" } else { " " }); + } + println!("|"); + } + } + + fn grid(&self, rect: &(usize, usize, usize, usize)) -> Vec> { + let (x, y, w, h) = rect; + let mut grid = vec!(vec!(false; *h); *w); + for c in &self.cells { + grid[c.0 - x][c.1 - y] = true; + } + grid + } + + fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec>) -> Point2D { + let (ox, oy, w, h) = rect; + let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level + for x in 0..*w { + for y in 0..*h { + if is_outer_wall && !grid[x][y] { + return point!(x as isize, y as isize - 1); // one step back because we're not on a wall tile + } + else if !is_outer_wall && grid[x][y] { + return point!(x as isize, y as isize); + } + } + } + panic!("no wall found!"); + } + + fn find_next_point_of_outline(&self, grid: &Vec>, p: &mut Point2D, directions: &mut Vec<(isize, isize)>) { + directions.rotate_left(2); + loop { + let d = directions[0]; + if self.check(*p + d, grid) { + *p += d; + break; + } + directions.rotate_right(1); + } + } + + fn check(&self, p: Point2D, grid: &Vec>) -> bool { + if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize { + false + } else { + grid[p.x as usize][p.y as usize] + } + } +} diff --git a/src/core/level/mod.rs b/src/core/level/mod.rs new file mode 100644 index 0000000..b70cdb8 --- /dev/null +++ b/src/core/level/mod.rs @@ -0,0 +1,56 @@ +use common::Point2D; +use core::render::Renderer; +use sprites::SpriteManager; + +mod lvlgen; + +pub use self::lvlgen::LevelGenerator; + +////////// LEVEL /////////////////////////////////////////////////////////////// + +#[derive(Default)] +pub struct Level { + pub gravity: Point2D, + pub grid: Grid, + walls: Vec>>, +} + +impl Level { + // pub fn new(gravity: Point2D) -> 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 render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) { + 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(); + } + } + } + + let off = (size / 2) as i32; + 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)); + } + 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)] +pub struct Grid { + pub width: usize, + pub height: usize, + pub cell_size: usize, + pub cells: Vec>, +}