use common::Point2D;
+use ::{point, time_scope};
use core::render::Renderer;
+use noise::{NoiseFn, OpenSimplex, Seedable};
use rand::Rng;
use sprites::SpriteManager;
#[derive(Default)]
pub struct Level {
pub gravity: Point2D<f64>,
- pub ground: f64, // just to have something
pub grid: Grid,
iterations: u8,
}
impl Level {
- pub fn new(gravity: Point2D<f64>, ground: f64) -> Self {
- Level { gravity, ground, grid: Grid::generate(10), iterations: 10 }
+ pub fn new(gravity: Point2D<f64>) -> Self {
+ Level { gravity, grid: Grid::generate(10), iterations: 10 }
}
pub fn regenerate(&mut self) {
}
pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
- let w = renderer.viewport().0 as i32;
-
renderer.canvas().set_draw_color((64, 64, 64));
let size = self.grid.cell_size;
for x in 0..self.grid.width {
}
}
}
-
- 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();
- }
}
}
impl Grid {
fn generate(iterations: u8) -> Grid {
+ time_scope!("grid generation");
+
let cell_size = 20;
let (width, height) = (2560 / cell_size, 1440 / cell_size);
#[allow(dead_code)]
fn simplex_noise(&mut self) {
- use noise::{NoiseFn, OpenSimplex, Seedable};
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();
- self.set_each(|_x, _y| rng.gen_range(0, 100) > 55, 1);
+ 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
}
#[allow(dead_code)]
}
fn find_regions(&self) -> Vec<Region> {
+ 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 {