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) {
println!("iterate {} time(s)", self.iterations);
}
- pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
- let w = renderer.viewport().0 as i32;
+ pub fn filter_regions(&mut self) {
+ self.grid.filter_regions();
+ }
+ pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
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)]
cells
}
}
+
+ 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 {
+ for y in 0..self.height {
+ if !marked[x][y] {
+ regions.push(self.get_region_at_point(x, y, &mut marked));
+ }
+ }
+ }
+ regions
+ }
+
+ fn get_region_at_point(&self, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region {
+ let value = self.cells[x][y];
+ let mut cells = vec!();
+ let mut queue = vec!((x, y));
+ marked[x][y] = true;
+
+ while let Some(p) = queue.pop() {
+ cells.push(p);
+ for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] {
+ let ip = (p.0 as isize + i.0, p.1 as isize + i.1);
+ if ip.0 >= 0 && ip.0 < self.width as isize && ip.1 >= 0 && ip.1 < self.height as isize {
+ let up = (ip.0 as usize, ip.1 as usize);
+ if self.cells[up.0][up.1] == value && !marked[up.0][up.1] {
+ marked[up.0][up.1] = true;
+ queue.push(up);
+ }
+ }
+ }
+ }
+
+ Region { value, cells }
+ }
+
+ fn delete_region(&mut self, region: &Region) {
+ for c in ®ion.cells {
+ self.cells[c.0][c.1] = !region.value;
+ }
+ }
+
+ pub fn filter_regions(&mut self) {
+ let min_wall_size = 0.0015;
+ println!("grid size: ({}, {}) = {} cells", self.width, self.height, self.width * self.height);
+ println!("min wall size: {}", (self.width * self.height) as f64 * min_wall_size);
+
+ // delete all smaller wall regions
+ for r in self.find_regions().iter().filter(|r| r.value) {
+ let percent = r.cells.len() as f64 / (self.width * self.height) as f64;
+ if percent < min_wall_size {
+ println!("delete wall region of size {}", r.cells.len());
+ self.delete_region(r);
+ }
+ }
+
+ // delete all rooms but the largest
+ let regions = self.find_regions(); // check again, because if a removed room contains a removed wall, the removed wall will become a room
+ let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect();
+ rooms.sort_by_key(|r| r.cells.len());
+ rooms.reverse();
+ while rooms.len() > 1 {
+ self.delete_region(rooms.pop().unwrap());
+ }
+ }
+}
+
+////////// REGION //////////////////////////////////////////////////////////////
+
+struct Region {
+ value: bool,
+ cells: Vec<(usize, usize)>,
}