X-Git-Url: http://git.dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Flevel.rs;h=c3f4aae4cd4ac829eb7f8a08d81d816e9b4ae99f;hb=af18b07f3ff382c0bb122d0e0b235cd7991a2597;hp=f0c6c0e1ee248daad083fb6f2a55da49555d25fd;hpb=a6b57e450092f390103915bb8b936ceb9a116b03;p=kaka%2Frust-sdl-test.git diff --git a/src/core/level.rs b/src/core/level.rs index f0c6c0e..c3f4aae 100644 --- a/src/core/level.rs +++ b/src/core/level.rs @@ -1,5 +1,7 @@ use common::Point2D; +use ::{point, time_scope}; use core::render::Renderer; +use noise::{NoiseFn, OpenSimplex, Seedable}; use rand::Rng; use sprites::SpriteManager; @@ -8,14 +10,13 @@ use sprites::SpriteManager; #[derive(Default)] pub struct Level { pub gravity: Point2D, - pub ground: f64, // just to have something pub grid: Grid, iterations: u8, } impl Level { - pub fn new(gravity: Point2D, ground: f64) -> Self { - Level { gravity, ground, grid: Grid::generate(10), iterations: 10 } + pub fn new(gravity: Point2D) -> Self { + Level { gravity, grid: Grid::generate(10), iterations: 10 } } pub fn regenerate(&mut self) { @@ -34,9 +35,11 @@ impl Level { 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 { @@ -46,12 +49,6 @@ impl Level { } } } - - 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(); - } } } @@ -67,59 +64,204 @@ pub struct Grid { 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); + time_scope!("grid generation"); + + 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>, 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 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>, 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 { + time_scope!("finding all regions"); + 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>) -> 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)>, +}