-use common::{Point, Dimension};
+use geometry::{Point, Dimension};
use noise::{NoiseFn, OpenSimplex, Seedable};
use rand::Rng;
use super::{Grid, Level, WallRegion};
println!(" {} iterations needed", count);
}
- fn neighbours(&self, grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 {
+ fn neighbours(&self, grid: &[Vec<bool>], 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) {
}
#[allow(dead_code)]
- fn print_grid(&self, grid: &Vec<Vec<bool>>) {
+ fn print_grid(&self, grid: &[Vec<bool>]) {
let w = grid.len();
let h = grid[0].len();
let mut g = vec!(vec!(false; w); h);
grid
}
- fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec<Vec<bool>>) -> Point<isize> {
+ fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &[Vec<bool>]) -> Point<isize> {
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 {
panic!("no wall found!");
}
- fn find_next_point_of_outline(&self, grid: &Vec<Vec<bool>>, p: &mut Point<isize>, directions: &mut Vec<(isize, isize)>) {
+ fn find_next_point_of_outline(&self, grid: &[Vec<bool>], p: &mut Point<isize>, directions: &mut Vec<(isize, isize)>) {
directions.rotate_left(2);
loop {
let d = directions[0];
}
}
- fn check(&self, p: Point<isize>, grid: &Vec<Vec<bool>>) -> bool {
+ fn check(&self, p: Point<isize>, grid: &[Vec<bool>]) -> bool {
if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize {
false
} else {