X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Flevel%2Flvlgen.rs;h=af6ab7619d8d6960d829182fa39815865408bb97;hb=953b4c960649b82f4e186c2a9afee5367270f0fc;hp=109337a1afd2781534765fe7130343654487ef22;hpb=d01df1fc6e3bfafd385b2533e6155ddd8714fcfb;p=kaka%2Frust-sdl-test.git diff --git a/src/core/level/lvlgen.rs b/src/core/level/lvlgen.rs index 109337a..af6ab76 100644 --- a/src/core/level/lvlgen.rs +++ b/src/core/level/lvlgen.rs @@ -1,8 +1,8 @@ -use common::{Point, Dimension}; +use geometry::{Point, Dimension}; use noise::{NoiseFn, OpenSimplex, Seedable}; use rand::Rng; use super::{Grid, Level, WallRegion}; -use {point, time_scope}; +use {point, dimen, time_scope}; ////////// LEVEL GENERATOR ///////////////////////////////////////////////////// @@ -26,13 +26,13 @@ impl LevelGenerator { dbg!(self); time_scope!("level generation"); - let cell_size = 20; - let (width, height) = (2560 / cell_size, 1440 / cell_size); + let scale = 20.0; + let size = dimen!((2560.0 / scale) as usize, (1440.0 / scale) as usize); let mut grid = Grid { - cell_size: (cell_size, cell_size).into(), - size: (width, height).into(), - cells: vec!(vec!(true; height); width), + scale: (scale, scale).into(), + cells: vec!(vec!(true; size.height); size.width), + size, }; // start with some noise @@ -118,7 +118,7 @@ impl LevelGenerator { println!(" {} iterations needed", count); } - fn neighbours(&self, grid: &Vec>, px: usize, py: usize, distance: usize) -> u8 { + fn neighbours(&self, grid: &[Vec], px: usize, py: usize, distance: usize) -> u8 { let mut count = 0; for x in (px - distance)..=(px + distance) { for y in (py - distance)..=(py + distance) { @@ -147,7 +147,7 @@ impl LevelGenerator { } } Grid { - cell_size: (grid.cell_size.width / 2, grid.cell_size.height / 2).into(), + scale: (grid.scale.width / 2.0, grid.scale.height / 2.0).into(), size: (width, height).into(), cells } @@ -224,7 +224,7 @@ impl LevelGenerator { let mut walls = vec!(); for r in self.find_regions(&grid) { if r.value { - let outline = r.outline(&grid.cell_size); + let outline = r.outline(&grid.scale); let mut floats = outline.iter().map(|p| point!(p.x as f64, p.y as f64)).collect(); self.smooth_wall(&mut floats, self.wall_smooth_radius as isize); let wall = WallRegion::new(floats); @@ -266,7 +266,7 @@ impl Region { (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) } - pub fn outline(&self, scale: &Dimension) -> Vec> { + pub fn outline(&self, scale: &Dimension) -> Vec> { let rect = self.enclosing_rect(); let (ox, oy, w, h) = rect; let grid = self.grid(&rect); @@ -292,7 +292,7 @@ impl Region { } #[allow(dead_code)] - fn print_grid(&self, grid: &Vec>) { + fn print_grid(&self, grid: &[Vec]) { let w = grid.len(); let h = grid[0].len(); let mut g = vec!(vec!(false; w); h); @@ -325,7 +325,7 @@ impl Region { grid } - fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec>) -> Point { + 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 { @@ -341,7 +341,7 @@ impl Region { panic!("no wall found!"); } - fn find_next_point_of_outline(&self, grid: &Vec>, p: &mut Point, 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]; @@ -353,7 +353,7 @@ impl Region { } } - fn check(&self, p: Point, 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 {