refactor map into struct with impl trait
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parent
afdb14ca77
commit
648040095d
14
src/main.rs
14
src/main.rs
@ -35,12 +35,12 @@ pub struct Player {}
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fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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let mut positions = ecs.write_storage::<Position>();
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let mut players = ecs.write_storage::<Player>();
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let map = ecs.fetch::<Vec<TileType>>();
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let map = ecs.fetch::<Map>();
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for (_player, pos) in (&mut players, &mut positions).join() {
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let x = min(79, max(0, pos.x + delta_x));
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let y = min(49, max(0, pos.y + delta_y));
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if map[xy_idx(x, y)] != TileType::Wall {
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if map.tile_at(x,y) != TileType::Wall {
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pos.x = x;
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pos.y = y;
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}
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@ -97,8 +97,8 @@ impl GameState for State {
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ctx.cls();
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self.run_systems();
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player_input(self, ctx);
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let map = self.ecs.fetch::<Vec<TileType>>();
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draw_map(&map, ctx);
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let map = self.ecs.fetch::<Map>();
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map.draw_map(ctx);
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let positions = self.ecs.read_storage::<Position>();
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let renderables = self.ecs.read_storage::<Renderable>();
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@ -114,8 +114,8 @@ fn main() {
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.with_title("Roguelike Tutorial")
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.build();
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let mut gs = State { ecs: World::new() };
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let (rooms, map) = new_map_rooms_and_corridors();
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let (player_x, player_y) = rooms[0].center();
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let map = Map::new_map_rooms_and_corridors();
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let (player_x, player_y) = map.rooms[0].center();
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gs.ecs.register::<Position>();
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gs.ecs.register::<Renderable>();
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@ -148,8 +148,6 @@ fn main() {
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.with(LeftMover {})
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.build();
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}
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gs.ecs.insert(rooms);
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gs.ecs.insert(map);
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rltk::main_loop(context, gs);
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204
src/map.rs
204
src/map.rs
@ -8,113 +8,131 @@ pub enum TileType {
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Floor,
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}
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pub fn xy_idx(x: i32, y: i32) -> usize {
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(y as usize * 80) + x as usize
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pub struct Map {
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pub tiles: Vec<TileType>,
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pub rooms: Vec<Rect>,
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pub width: i32,
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pub height: i32,
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}
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fn apply_room_to_map(room: &Rect, map: &mut Vec<TileType>) {
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for x in room.x1..room.x2 {
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for y in room.y1..room.y2 {
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map[xy_idx(x, y)] = TileType::Floor
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}
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impl Map {
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pub fn xy_idx(&self, x: i32, y: i32) -> usize {
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((y * self.width) + x) as usize
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}
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}
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fn apply_horizontal_tunnel(map: &mut Vec<TileType>, x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2)..=max(x1, x2) {
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map[xy_idx(x, y)] = TileType::Floor
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pub fn tile_at(&self, x: i32, y:i32) -> TileType {
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self.tiles[self.xy_idx(x, y)]
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}
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}
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fn apply_vertical_tunnel(map: &mut Vec<TileType>, x: i32, y1: i32, y2: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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map[xy_idx(x, y)] = TileType::Floor
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}
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}
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pub fn new_map_rooms_and_corridors() -> (Vec<Rect>,Vec<TileType>) {
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let mut map = vec![TileType::Wall; 80 * 50];
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let mut rooms: Vec<Rect> = Vec::new();
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, 80 - w - 1) - 1;
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let y = rng.roll_dice(1, 50 - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false
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fn apply_room_to_map(&mut self, room: &Rect) {
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for x in room.x1..room.x2 {
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for y in room.y1..room.y2 {
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let idx = self.xy_idx(x,y);
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self.tiles[idx] = TileType::Floor
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}
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}
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if ok {
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apply_room_to_map(&new_room, &mut map);
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if rooms.len() > 0 {
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let r1_center = new_room.center();
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let r2_center = rooms[rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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apply_horizontal_tunnel(&mut map, r1_center.0, r2_center.0, r1_center.1);
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apply_vertical_tunnel(
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&mut map,
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max(r1_center.0, r2_center.0),
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r1_center.1,
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r2_center.1,
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}
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fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2)..=max(x1, x2) {
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let idx=self.xy_idx(x, y);
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self.tiles[idx] = TileType::Floor
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}
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}
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fn apply_vertical_tunnel(&mut self, x: i32, y1: i32, y2: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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let idx=self.xy_idx(x, y);
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self.tiles[idx] = TileType::Floor
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}
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}
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pub fn new_map_rooms_and_corridors() -> Map {
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let mut map = Map {
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tiles: vec![TileType::Wall; 80 * 50],
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rooms: Vec::new(),
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width: 80,
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height: 50,
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};
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, 80 - w - 1) - 1;
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let y = rng.roll_dice(1, 50 - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false
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}
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}
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if ok {
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map.apply_room_to_map(&new_room);
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if map.rooms.len() > 0 {
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let r1_center = new_room.center();
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let r2_center = map.rooms[map.rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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map.apply_horizontal_tunnel(r1_center.0, r2_center.0, r1_center.1);
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map.apply_vertical_tunnel(
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max(r1_center.0, r2_center.0),
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r1_center.1,
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r2_center.1,
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);
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} else {
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map.apply_vertical_tunnel(r1_center.0, r1_center.1, r2_center.1);
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map.apply_horizontal_tunnel(
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r1_center.0,
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r2_center.0,
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max(r1_center.1, r2_center.1),
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);
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}
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}
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map.rooms.push(new_room);
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}
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}
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map
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}
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pub fn draw_map(&self, ctx: &mut Rltk) {
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let mut y = 0;
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let mut x = 0;
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for tile in self.tiles.iter() {
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// Render a tile depending upon the tile type
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match tile {
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TileType::Floor => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.5, 0.5, 0.5),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('.'),
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);
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} else {
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apply_vertical_tunnel(&mut map, r1_center.0, r1_center.1, r2_center.1);
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apply_horizontal_tunnel(
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&mut map,
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r1_center.0,
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r2_center.0,
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max(r1_center.1, r2_center.1),
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}
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TileType::Wall => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.0, 1.0, 0.0),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('#'),
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);
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}
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}
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rooms.push(new_room);
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}
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}
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(rooms,map)
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}
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pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
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let mut y = 0;
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let mut x = 0;
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for tile in map.iter() {
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// Render a tile depending upon the tile type
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match tile {
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TileType::Floor => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.5, 0.5, 0.5),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('.'),
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);
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// Move the coordinates
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x += 1;
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if x > 79 {
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x = 0;
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y += 1;
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}
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TileType::Wall => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.0, 1.0, 0.0),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('#'),
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);
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}
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}
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// Move the coordinates
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x += 1;
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if x > 79 {
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x = 0;
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y += 1;
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}
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}
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}
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