use common::Point2D;
use core::render::Renderer;
+use noise::{NoiseFn, OpenSimplex, Seedable};
use rand::Rng;
use sprites::SpriteManager;
#[derive(Default)]
pub struct Level {
pub gravity: Point2D<f64>,
- pub ground: f64, // just to have something
pub grid: Grid,
iterations: u8,
}
impl Level {
- pub fn new(gravity: Point2D<f64>, ground: f64) -> Self {
- Level { gravity, ground, grid: Grid::generate(10), iterations: 10 }
+ pub fn new(gravity: Point2D<f64>) -> Self {
+ Level { gravity, grid: Grid::generate(10), iterations: 10 }
}
pub fn regenerate(&mut self) {
println!("iterate {} time(s)", self.iterations);
}
- pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
- let w = renderer.viewport().0 as i32;
+ pub fn filter_regions(&mut self) {
+ self.grid.filter_regions();
+ }
+ 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 i in 1..11 {
- let y = (i * i - 1) as i32 + self.ground as i32;
- renderer.canvas().set_draw_color((255 - i * 20, 255 - i * 20, 0));
- renderer.canvas().draw_line((0, y), (w, y)).unwrap();
- }
}
}
impl Grid {
fn generate(iterations: u8) -> Grid {
- let cell_size = 10;
- let (width, height) = (1280 / cell_size, 600 / cell_size);
- let mut cells = vec!(vec!(true; height); width);
+ 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
+ }
- // randomize
- for x in 1..(width - 1) {
- for y in 1..(height - 1) {
- cells[x][y] = rng.gen_range(0, 100) > 55;
+ #[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;
}
}
+ }
- // smooth
- // let mut count = 0;
- // loop {
- // count += 1;
- // println!("iteration {}", count);
- for _i in 0..iterations {
- let mut next = vec!(vec!(true; height); width);
- for x in 1..(width - 1) {
- for y in 1..(height - 1) {
- match Grid::neighbours(&cells, x, y) {
+ #[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] = cells[x][y]
+ _ => next[x][y] = self.cells[x][y]
};
}
}
- if cells == next {
+ if self.cells == next {
break;
} else {
- cells = next;
+ self.cells = next;
+ }
+ }
+ println!("{} iterations needed", count);
+ }
+
+ fn neighbours(grid: &Vec<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) {
+ if !(x == px && y == py) && grid[x][y] {
+ count += 1;
+ }
}
}
+ count
+ }
+ fn set_each<F: FnMut(usize, usize) -> 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,
- cell_size,
cells
}
}
- fn neighbours(grid: &Vec<Vec<bool>>, px: usize, py: usize) -> u8 {
- let mut count = 0;
- for x in (px - 1)..=(px + 1) {
- for y in (py - 1)..=(py + 1) {
- if !(x == px && y == py) && grid[x][y] {
- count += 1;
+ fn find_regions(&self) -> Vec<Region> {
+ 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));
}
}
}
- count
+ regions
+ }
+
+ fn get_region_at_point(&self, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> 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)>,
+}