improving map slightly

This commit is contained in:
Peter Hart 2020-03-26 23:20:49 -04:00
parent ea5041d85a
commit 6132fa522b
3 changed files with 180 additions and 66 deletions

View File

@ -1,7 +1,11 @@
use rltk::{Console, GameState, Rltk, RGB, VirtualKeyCode}; use rltk::{Console, GameState, Rltk, RGB, VirtualKeyCode};
use specs::prelude::*; use specs::prelude::*;
use std::cmp::{max, min}; use std::cmp::{max, min};
mod rect;
pub use rect::*;
mod map;
pub use map::*;
#[macro_use] #[macro_use]
extern crate specs_derive; extern crate specs_derive;
@ -25,70 +29,6 @@ struct State {
#[derive(Component)] #[derive(Component)]
struct LeftMover {} struct LeftMover {}
#[derive(PartialEq, Copy, Clone)]
enum TileType {
Wall, Floor
}
pub fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
}
fn new_map() -> Vec<TileType> {
let mut map = vec![TileType::Floor; 80*50];
// Make the boundaries walls
for x in 0..80 {
map[xy_idx(x, 0)] = TileType::Wall;
map[xy_idx(x, 49)] = TileType::Wall;
}
for y in 0..50 {
map[xy_idx(0, y)] = TileType::Wall;
map[xy_idx(79, y)] = TileType::Wall;
}
// Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
// First, obtain the thread-local RNG:
let mut rng = rltk::RandomNumberGenerator::new();
for _i in 0..400 {
let x = rng.roll_dice(1, 79);
let y = rng.roll_dice(1, 49);
let idx = xy_idx(x, y);
if idx != xy_idx(40, 25) {
map[idx] = TileType::Wall;
}
}
map
}
fn draw_map(map: &[TileType], ctx : &mut Rltk) {
let mut y = 0;
let mut x = 0;
for tile in map.iter() {
// Render a tile depending upon the tile type
match tile {
TileType::Floor => {
ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.'));
}
TileType::Wall => {
ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#'));
}
}
// Move the coordinates
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
}
#[derive(Component, Debug)] #[derive(Component, Debug)]
struct Player {} struct Player {}
@ -197,7 +137,7 @@ fn main() {
.build(); .build();
} }
gs.ecs.insert(new_map()); gs.ecs.insert(new_map_rooms_and_corridors());
rltk::main_loop(context, gs); rltk::main_loop(context, gs);
} }

149
src/map.rs Normal file
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@ -0,0 +1,149 @@
use super::rect::*;
use rltk::{Console, RandomNumberGenerator, Rltk, RGB};
use std::cmp::{max, min};
#[derive(PartialEq, Copy, Clone)]
pub enum TileType {
Wall,
Floor,
}
pub fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
}
fn new_map_test() -> Vec<TileType> {
let mut map = vec![TileType::Floor; 80 * 50];
// Make the boundaries walls
for x in 0..80 {
map[xy_idx(x, 0)] = TileType::Wall;
map[xy_idx(x, 49)] = TileType::Wall;
}
for y in 0..50 {
map[xy_idx(0, y)] = TileType::Wall;
map[xy_idx(79, y)] = TileType::Wall;
}
// Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
// First, obtain the thread-local RNG:
let mut rng = rltk::RandomNumberGenerator::new();
for _i in 0..400 {
let x = rng.roll_dice(1, 79);
let y = rng.roll_dice(1, 49);
let idx = xy_idx(x, y);
if idx != xy_idx(40, 25) {
map[idx] = TileType::Wall;
}
}
map
}
fn apply_room_to_map(room: &Rect, map: &mut Vec<TileType>) {
for x in room.x1..room.x2 {
for y in room.y1..room.y2 {
map[xy_idx(x, y)] = TileType::Floor
}
}
}
fn apply_horizontal_tunnel(map: &mut Vec<TileType>, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
map[xy_idx(x, y)] = TileType::Floor
}
}
fn apply_vertical_tunnel(map: &mut Vec<TileType>, x: i32, y1: i32, y2: i32) {
for y in min(y1, y2)..=max(y1, y2) {
map[xy_idx(x, y)] = TileType::Floor
}
}
pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
let mut map = vec![TileType::Wall; 80 * 50];
let mut rooms: Vec<Rect> = Vec::new();
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
let mut rng = RandomNumberGenerator::new();
for _ in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, 80 - w - 1) - 1;
let y = rng.roll_dice(1, 50 - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in rooms.iter() {
if new_room.intersect(other_room) {
ok = false
}
}
if ok {
apply_room_to_map(&new_room, &mut map);
if rooms.len() > 0 {
let r1_center = new_room.center();
let r2_center = rooms[rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
apply_horizontal_tunnel(&mut map, r1_center.0, r2_center.0, r1_center.1);
apply_vertical_tunnel(
&mut map,
max(r1_center.0, r2_center.0),
r1_center.1,
r2_center.1,
);
} else {
apply_vertical_tunnel(&mut map, r1_center.0, r1_center.1, r2_center.1);
apply_horizontal_tunnel(
&mut map,
r1_center.0,
r2_center.0,
max(r1_center.1, r2_center.1),
);
}
}
rooms.push(new_room);
}
}
map
}
pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
for tile in map.iter() {
// Render a tile depending upon the tile type
match tile {
TileType::Floor => {
ctx.set(
x,
y,
RGB::from_f32(0.5, 0.5, 0.5),
RGB::from_f32(0., 0., 0.),
rltk::to_cp437('.'),
);
}
TileType::Wall => {
ctx.set(
x,
y,
RGB::from_f32(0.0, 1.0, 0.0),
RGB::from_f32(0., 0., 0.),
rltk::to_cp437('#'),
);
}
}
// Move the coordinates
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
}

25
src/rect.rs Normal file
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@ -0,0 +1,25 @@
pub struct Rect {
pub x1: i32,
pub x2: i32,
pub y1: i32,
pub y2: i32,
}
impl Rect {
pub fn new(x: i32, y: i32, w: i32, h: i32) -> Rect {
Rect {
x1: x,
y1: y,
x2: x + w,
y2: y + h,
}
}
pub fn intersect(&self, other: &Rect) -> bool {
self.x1 <= other.x2 && self.x2 >= other.x1 && self.y1 <= other.y2 && self.y2 >= other.y1
}
pub fn center(&self) -> (i32, i32) {
((self.x1 + self.x2) / 2, (self.y1 + self.y2) / 2)
}
}