-use common::{Point, Dimension};
-use std::rc::Rc;
+use geometry::{Point, Dimension};
use noise::{NoiseFn, OpenSimplex, Seedable};
use rand::Rng;
use super::{Grid, Level, WallRegion};
-use {point, time_scope};
+use {point, dimen, time_scope};
////////// LEVEL GENERATOR /////////////////////////////////////////////////////
dbg!(self);
time_scope!("level generation");
- let cell_size = 20;
- let (width, height) = (2560 / cell_size, 1440 / cell_size);
+ let scale = 20.0;
+ let size = dimen!((2560.0 / scale) as usize, (1440.0 / scale) as usize);
let mut grid = Grid {
- cell_size: (cell_size, cell_size).into(),
- size: (width, height).into(),
- cells: vec!(vec!(true; height); width),
+ scale: (scale, scale).into(),
+ cells: vec!(vec!(true; size.height); size.width),
+ size,
};
// start with some noise
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) {
}
}
Grid {
- cell_size: (grid.cell_size.width / 2, grid.cell_size.height / 2).into(),
+ scale: (grid.scale.width / 2.0, grid.scale.height / 2.0).into(),
size: (width, height).into(),
cells
}
}
}
- fn find_walls(&self, grid: &Grid<bool>) -> Vec<Rc<WallRegion>> {
+ fn find_walls(&self, grid: &Grid<bool>) -> Vec<WallRegion> {
let mut walls = vec!();
for r in self.find_regions(&grid) {
if r.value {
- let outline = r.outline(&grid.cell_size);
+ let outline = r.outline(&grid.scale);
let mut floats = outline.iter().map(|p| point!(p.x as f64, p.y as f64)).collect();
self.smooth_wall(&mut floats, self.wall_smooth_radius as isize);
let wall = WallRegion::new(floats);
(min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1)
}
- pub fn outline(&self, scale: &Dimension<usize>) -> Vec<Point<isize>> {
+ pub fn outline(&self, scale: &Dimension<f64>) -> Vec<Point<isize>> {
let rect = self.enclosing_rect();
let (ox, oy, w, h) = rect;
let grid = self.grid(&rect);
}
#[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 {