X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Flevel%2Flvlgen.rs;h=a549166a62a690dfd1db3680010021ec34ef6663;hb=9768e2bbbcdfa38e84d593215c098ba96db754da;hp=3dcc3a75ed7d5bb95f3ada92d515fccba1f7b031;hpb=7991463123d291446f06630ae0fe0bbe2427ad23;p=kaka%2Frust-sdl-test.git diff --git a/src/core/level/lvlgen.rs b/src/core/level/lvlgen.rs index 3dcc3a7..a549166 100644 --- a/src/core/level/lvlgen.rs +++ b/src/core/level/lvlgen.rs @@ -1,5 +1,5 @@ use {point, time_scope}; -use common::Point2D; +use common::Point; use super::{Grid, Level}; use noise::{NoiseFn, OpenSimplex, Seedable}; use rand::Rng; @@ -56,13 +56,13 @@ impl LevelGenerator { } #[allow(dead_code)] - fn simplex_noise(&self, grid: &mut Grid) { + fn simplex_noise(&self, grid: &mut Grid) { 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) { 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 @@ -71,7 +71,7 @@ impl LevelGenerator { } #[allow(dead_code)] - fn smooth(&self, grid: &mut Grid) { + fn smooth(&self, grid: &mut Grid) { let distance = 1; for _i in 0..self.iterations { let mut next = vec!(vec!(true; grid.height); grid.width); @@ -93,7 +93,7 @@ impl LevelGenerator { } #[allow(dead_code)] - fn smooth_until_equilibrium(&self, grid: &mut Grid) { + fn smooth_until_equilibrium(&self, grid: &mut Grid) { let distance = 1; let mut count = 0; loop { @@ -129,7 +129,7 @@ impl LevelGenerator { count } - fn set_each bool>(&self, grid: &mut Grid, mut func: F, walls: usize) { + fn set_each bool>(&self, grid: &mut Grid, 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); @@ -137,7 +137,7 @@ impl LevelGenerator { } } - fn subdivide(&self, grid: &mut Grid) -> Grid { + fn subdivide(&self, grid: &mut Grid) -> Grid { let (width, height) = (grid.width * 2, grid.height * 2); let mut cells = vec!(vec!(true; height); width); for x in 1..(width - 1) { @@ -153,7 +153,7 @@ impl LevelGenerator { } } - fn find_regions(&self, grid: &Grid) -> Vec { + fn find_regions(&self, grid: &Grid) -> Vec { time_scope!("finding all regions"); let mut regions = vec!(); let mut marked = vec!(vec!(false; grid.height); grid.width); @@ -167,7 +167,7 @@ impl LevelGenerator { regions } - fn get_region_at_point(&self, grid: &Grid, x: usize, y: usize, marked: &mut Vec>) -> Region { + fn get_region_at_point(&self, grid: &Grid, x: usize, y: usize, marked: &mut Vec>) -> Region { let value = grid.cells[x][y]; let mut cells = vec!(); let mut queue = vec!((x, y)); @@ -190,13 +190,13 @@ impl LevelGenerator { Region { value, cells } } - fn delete_region(&self, grid: &mut Grid, region: &Region) { + fn delete_region(&self, grid: &mut Grid, 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) { 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); @@ -220,7 +220,7 @@ impl LevelGenerator { } } - fn find_walls(&self, grid: &Grid) -> Vec>> { + fn find_walls(&self, grid: &Grid) -> Vec>> { let mut walls = vec!(); for r in self.find_regions(&grid) { if r.value { @@ -256,7 +256,7 @@ impl Region { (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) } - pub fn outline(&self, scale: usize) -> Vec> { + pub fn outline(&self, scale: usize) -> Vec> { let rect = self.enclosing_rect(); let (ox, oy, w, h) = rect; let grid = self.grid(&rect); @@ -264,13 +264,13 @@ impl Region { 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; @@ -313,7 +313,7 @@ impl Region { grid } - fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec>) -> Point2D { + fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec>) -> Point { let (ox, oy, w, h) = rect; let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level for x in 0..*w { @@ -329,7 +329,7 @@ impl Region { panic!("no wall found!"); } - fn find_next_point_of_outline(&self, grid: &Vec>, p: &mut Point2D, directions: &mut Vec<(isize, isize)>) { + fn find_next_point_of_outline(&self, grid: &Vec>, p: &mut Point, directions: &mut Vec<(isize, isize)>) { directions.rotate_left(2); loop { let d = directions[0]; @@ -341,7 +341,7 @@ impl Region { } } - fn check(&self, p: Point2D, grid: &Vec>) -> bool { + fn check(&self, p: Point, grid: &Vec>) -> bool { if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize { false } else {