handling visibility, also fixed corridor issue

This commit is contained in:
Peter Hart 2020-03-29 15:48:52 -04:00
parent 6a5514d6bb
commit bafe3fcbc9
3 changed files with 89 additions and 49 deletions

View File

@ -67,8 +67,7 @@ impl GameState for State {
ctx.cls();
self.run_systems();
player_input(self, ctx);
let map = self.ecs.fetch::<Map>();
map.draw_map(ctx);
draw_map(&self.ecs, ctx);
let positions = self.ecs.read_storage::<Position>();
let renderables = self.ecs.read_storage::<Renderable>();
@ -78,6 +77,45 @@ impl GameState for State {
}
}
pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
let map = ecs.fetch::<Map>();
let mut y = 0;
let mut x = 0;
for (idx, tile) in map.tiles.iter().enumerate() {
// Render a tile depending upon the tile type, if revealed
if map.revealed_tiles[idx] {
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 >= map.width {
x = 0;
y += 1;
}
}
}
fn main() {
use rltk::RltkBuilder;
let context = RltkBuilder::simple80x50()

View File

@ -1,5 +1,5 @@
use super::rect::*;
use rltk::{Console, RandomNumberGenerator, Rltk, RGB};
use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator};
use std::cmp::{max, min};
#[derive(PartialEq, Copy, Clone)]
@ -7,12 +7,13 @@ pub enum TileType {
Wall,
Floor,
}
#[derive(Default)]
pub struct Map {
pub tiles: Vec<TileType>,
pub rooms: Vec<Rect>,
pub width: i32,
pub height: i32,
pub revealed_tiles: Vec<bool>,
}
impl Map {
@ -20,14 +21,14 @@ impl Map {
((y * self.width) + x) as usize
}
pub fn tile_at(&self, x: i32, y:i32) -> TileType {
pub fn tile_at(&self, x: i32, y: i32) -> TileType {
self.tiles[self.xy_idx(x, y)]
}
fn apply_room_to_map(&mut self, room: &Rect) {
for x in room.x1..room.x2 {
for y in room.y1..room.y2 {
let idx = self.xy_idx(x,y);
let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor
}
}
@ -35,14 +36,14 @@ impl Map {
fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx=self.xy_idx(x, y);
let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor
}
}
fn apply_vertical_tunnel(&mut self, x: i32, y1: i32, y2: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx=self.xy_idx(x, y);
let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor
}
}
@ -53,6 +54,7 @@ impl Map {
rooms: Vec::new(),
width: 80,
height: 50,
revealed_tiles: vec![false; 80 * 50],
};
const MAX_ROOMS: i32 = 30;
@ -81,7 +83,7 @@ impl Map {
if rng.range(0, 2) == 1 {
map.apply_horizontal_tunnel(r1_center.0, r2_center.0, r1_center.1);
map.apply_vertical_tunnel(
max(r1_center.0, r2_center.0),
r2_center.0,
r1_center.1,
r2_center.1,
);
@ -90,7 +92,7 @@ impl Map {
map.apply_horizontal_tunnel(
r1_center.0,
r2_center.0,
max(r1_center.1, r2_center.1),
r2_center.1,
);
}
}
@ -100,39 +102,16 @@ impl Map {
map
}
}
pub fn draw_map(&self, ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
for tile in self.tiles.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;
}
}
impl BaseMap for Map {
fn is_opaque(&self, idx: usize) -> bool {
self.tiles[idx as usize] == TileType::Wall
}
}
impl Algorithm2D for Map {
fn dimensions(&self) -> Point {
Point::new(self.width, self.height)
}
}

View File

@ -1,15 +1,38 @@
extern crate specs;
use super::{Map, Player, Position, Viewshed};
use specs::prelude::*;
use super::{Viewshed, Position};
extern crate rltk;
use rltk::{field_of_view, Point};
pub struct VisibilitySystem {}
impl<'a> System<'a> for VisibilitySystem {
type SystemData = ( WriteStorage<'a, Viewshed>,
WriteStorage<'a, Position>);
type SystemData = (
WriteExpect<'a, Map>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
WriteStorage<'a, Position>,
ReadStorage<'a, Player>,
);
fn run(&mut self, (mut viewshed, pos) : Self::SystemData) {
for (viewshed,pos) in (&mut viewshed, &pos).join() {
fn run(&mut self, data: Self::SystemData) {
let (mut map, entities, mut viewshed, pos, player) = data;
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
viewshed.visible_tiles.clear();
viewshed.visible_tiles = field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
viewshed
.visible_tiles
.retain(|p| p.x > 0 && p.x < map.width - 1 && p.y > 0 && p.y < map.height - 1);
// If this is the player, reveal what they can see
let p: Option<&Player> = player.get(ent);
if let Some(p) = p {
for vis in viewshed.visible_tiles.iter() {
let idx = map.xy_idx(vis.x, vis.y);
map.revealed_tiles[idx] = true;
}
}
}
}
}