use common::{Point, Dimension, Intersection, supercover_line}; use core::render::Renderer; use sprites::SpriteManager; use std::rc::Rc; use {point, dimen}; mod lvlgen; pub use self::lvlgen::LevelGenerator; ////////// LEVEL /////////////////////////////////////////////////////////////// #[derive(Default)] pub struct Level { pub gravity: Point, pub grid: Grid, walls: Vec, wall_grid: Grid>>, } impl Level { pub fn new(gravity: Point, grid: Grid, mut walls: Vec) -> 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.scale); Level { gravity, grid, walls, wall_grid, } } /// Creates a grid of wall edges for fast lookup fn build_wall_grid(walls: &mut Vec, lvlsize: &Dimension) -> Grid>> { 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!(scale.width as f64, scale.height as f64); let mut grid = Grid { cells: vec!(vec!(vec!(); size.height); size.width), size, scale: dimen!(cs.x as f64, cs.y as f64), }; for wall in walls { for edge in &wall.edges { for c in grid.grid_coordinates_on_line(edge.p1, edge.p2) { grid.cells[c.x][c.y].push(Rc::clone(edge)); } } } 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.scale; 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.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.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() { let num = self.wall_grid.cells[x][y].len(); renderer.canvas().set_draw_color((0, 32*num as u8, 0)); 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(); } } } // walls for wall in &self.walls { 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)); } } } pub fn intersect_walls(&self, p1: Point, p2: Point) -> IntersectResult { for c in self.wall_grid.grid_coordinates_on_line(p1, p2) { if let walls = &self.wall_grid.cells[c.x][c.y] { for w in walls { if let Intersection::Point(p) = Intersection::lines(p1, p2, w.p1, w.p2) { let wall = Wall { region: &self.walls[w.region], edge: w, }; return IntersectResult::Intersection(wall, p) } } } } IntersectResult::None } } pub enum IntersectResult<'a> { Intersection(Wall<'a>, Point), None } ////////// GRID //////////////////////////////////////////////////////////////// #[derive(Debug, Default)] pub struct Grid { pub size: Dimension, pub scale: Dimension, pub cells: Vec>, } impl Grid { pub fn at(&self, c: C) -> Option<&T> where C: Into<(isize, isize)> { let c = c.into(); if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize { Some(&self.cells[c.0 as usize][c.1 as usize]) } else { None } } pub fn to_grid_coordinate(&self, c: C) -> Option> where C: Into<(isize, isize)> { let c = c.into(); if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize { Some(point!(c.0 as usize, c.1 as usize)) } else { None } } /// Returns a list of grid coordinates that a line in world coordinates passes through. pub fn grid_coordinates_on_line(&self, p1: Point, p2: Point) -> Vec> { supercover_line(p1 / self.scale, p2 / self.scale) .iter() .map(|c| self.to_grid_coordinate(*c)) .flatten() .collect() } } ////////// WALL REGION ///////////////////////////////////////////////////////// #[derive(Debug)] pub struct WallRegion { edges: Vec>, } impl WallRegion { pub fn new(points: Vec>) -> Self { let index: RegionIndex = 0; // use as param let mut edges = Vec::with_capacity(points.len()); for i in 0..points.len() { let edge = Rc::new(WallEdge { region: index, id: i, p1: points[i], p2: points[(i + 1) % points.len()], }); edges.push(edge); } WallRegion { edges } } // #[allow(dead_code)] // fn next(&self, index: EdgeIndex) -> Rc { // let index = (index + 1) % self.edges.len(); // Rc::clone(&self.edges[index]) // } // #[allow(dead_code)] // fn previous(&self, index: EdgeIndex) -> Rc { // let index = (index + self.edges.len() + 1) % self.edges.len(); // Rc::clone(&self.edges[index]) // } } ////////// WALL EDGE /////////////////////////////////////////////////////////// type RegionIndex = usize; type EdgeIndex = usize; #[derive(Debug, Default)] struct WallEdge { region: RegionIndex, id: EdgeIndex, pub p1: Point, pub p2: Point, } ////////// WALL //////////////////////////////////////////////////////////////// /// kommer det här att fungera ifall nåt objekt ska spara en referens till Wall? /// kanske istället ska lägga Vec i en Rc och skicka med en klon av den, samt id:n till regionen och väggen? pub struct Wall<'a> { region: &'a WallRegion, edge: &'a WallEdge, } impl<'a> Wall<'a> { pub fn next(&self) -> Wall<'a> { let next = (self.edge.id + 1) % self.region.edges.len(); let edge = &self.region.edges[next]; Wall { region: self.region, edge, } } pub fn previous(&self) -> Wall<'a> { let prev = (self.edge.id + self.region.edges.len() - 1) % self.region.edges.len(); let edge = &self.region.edges[prev]; Wall { region: self.region, edge, } } }