////////// LEVEL GENERATOR /////////////////////////////////////////////////////
-#[derive(Default)]
+#[derive(Debug, Default)]
pub struct LevelGenerator {
pub seed: u32,
pub iterations: u8,
+ pub wall_smooth_radius: u8,
}
impl LevelGenerator {
- pub fn new(seed: u32, iterations: u8) -> Self{
- LevelGenerator { seed, iterations }
+ pub fn new(seed: u32) -> Self{
+ LevelGenerator {
+ seed,
+ iterations: 5,
+ wall_smooth_radius: 2,
+ }
}
pub fn generate(&self) -> Level {
- time_scope!("grid generation");
+ println!("new level from {:?}", self);
+ time_scope!("level generation");
let cell_size = 20;
let (width, height) = (2560 / cell_size, 1440 / cell_size);
}
#[allow(dead_code)]
- fn simplex_noise(&self, grid: &mut Grid) {
+ fn simplex_noise(&self, grid: &mut Grid<bool>) {
let noise = OpenSimplex::new().set_seed(self.seed);
self.set_each(grid, |x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1);
}
#[allow(dead_code)]
- fn random_noise(&self, grid: &mut Grid) {
+ fn random_noise(&self, grid: &mut Grid<bool>) {
let mut rng: rand::prelude::StdRng = rand::SeedableRng::seed_from_u64(self.seed as u64);
let noise = OpenSimplex::new().set_seed(self.seed);
self.set_each(grid, |_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
}
#[allow(dead_code)]
- fn smooth(&self, grid: &mut Grid) {
+ fn smooth(&self, grid: &mut Grid<bool>) {
let distance = 1;
for _i in 0..self.iterations {
let mut next = vec!(vec!(true; grid.height); grid.width);
}
#[allow(dead_code)]
- fn smooth_until_equilibrium(&self, grid: &mut Grid) {
+ fn smooth_until_equilibrium(&self, grid: &mut Grid<bool>) {
let distance = 1;
let mut count = 0;
loop {
grid.cells = next;
}
}
- println!("{} iterations needed", count);
+ println!(" {} iterations needed", count);
}
fn neighbours(&self, grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 {
count
}
- fn set_each<F: FnMut(usize, usize) -> bool>(&self, grid: &mut Grid, mut func: F, walls: usize) {
+ fn set_each<F: FnMut(usize, usize) -> bool>(&self, grid: &mut Grid<bool>, mut func: F, walls: usize) {
for x in walls..(grid.width - walls) {
for y in walls..(grid.height - walls) {
grid.cells[x][y] = func(x, y);
}
}
- fn subdivide(&self, grid: &mut Grid) -> Grid {
+ fn subdivide(&self, grid: &mut Grid<bool>) -> Grid<bool> {
let (width, height) = (grid.width * 2, grid.height * 2);
let mut cells = vec!(vec!(true; height); width);
for x in 1..(width - 1) {
}
}
- fn find_regions(&self, grid: &Grid) -> Vec<Region> {
- time_scope!("finding all regions");
+ fn find_regions(&self, grid: &Grid<bool>) -> Vec<Region> {
+ time_scope!(" finding all regions");
let mut regions = vec!();
let mut marked = vec!(vec!(false; grid.height); grid.width);
for x in 0..grid.width {
regions
}
- fn get_region_at_point(&self, grid: &Grid, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region {
+ fn get_region_at_point(&self, grid: &Grid<bool>, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region {
let value = grid.cells[x][y];
let mut cells = vec!();
let mut queue = vec!((x, y));
Region { value, cells }
}
- fn delete_region(&self, grid: &mut Grid, region: &Region) {
+ fn delete_region(&self, grid: &mut Grid<bool>, region: &Region) {
for c in ®ion.cells {
grid.cells[c.0][c.1] = !region.value;
}
}
- fn filter_regions(&self, grid: &mut Grid) {
+ fn filter_regions(&self, grid: &mut Grid<bool>) {
let min_wall_size = 0.0015;
- println!("grid size: ({}, {}) = {} cells", grid.width, grid.height, grid.width * grid.height);
- println!("min wall size: {}", (grid.width * grid.height) as f64 * min_wall_size);
+ println!(" grid size: ({}, {}) = {} cells", grid.width, grid.height, grid.width * grid.height);
+ println!(" min wall size: {}", (grid.width * grid.height) as f64 * min_wall_size);
// delete all smaller wall regions
for r in self.find_regions(grid).iter().filter(|r| r.value) {
let percent = r.cells.len() as f64 / (grid.width * grid.height) as f64;
if percent < min_wall_size {
- // println!("delete wall region of size {}", r.cells.len());
+ // println!(" delete wall region of size {}", r.cells.len());
self.delete_region(grid, r);
}
}
}
}
- fn find_walls(&self, grid: &Grid) -> Vec<Vec<Point<isize>>> {
+ fn find_walls(&self, grid: &Grid<bool>) -> Vec<Vec<Point<isize>>> {
let mut walls = vec!();
for r in self.find_regions(&grid) {
if r.value {
let mut outline = vec!();
let mut directions = vec!((1, 0), (1, 1), (0, 1), (-1, 1), (-1, 0), (-1, -1), (0, -1), (1, -1)); // 8 directions rotating right from starting direction right
- let mut p = self.find_first_point_of_outline(&rect, &grid);
+ let start = self.find_first_point_of_outline(&rect, &grid);
+ let mut p = start;
marked[p.x as usize][p.y as usize] = true;
loop {
outline.push((p + (ox as isize, oy as isize)) * scale as isize);
self.find_next_point_of_outline(&grid, &mut p, &mut directions);
- if marked[p.x as usize][p.y as usize] {
- // we're back at the beginning
+ if p == start {
break;
}
marked[p.x as usize][p.y as usize] = true;