use common::{Point, Dimension};
-use std::rc::Rc;
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
}
}
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);