X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Flevel.rs;fp=src%2Fcore%2Flevel.rs;h=0000000000000000000000000000000000000000;hb=7991463123d291446f06630ae0fe0bbe2427ad23;hp=49375510fa059c445e46a46fe16be8bcb79fc8fa;hpb=1f8c3018c79993d7ec07dc5622016d78e3d71f50;p=kaka%2Frust-sdl-test.git diff --git a/src/core/level.rs b/src/core/level.rs deleted file mode 100644 index 4937551..0000000 --- a/src/core/level.rs +++ /dev/null @@ -1,400 +0,0 @@ -use common::Point2D; -use ::{point, time_scope}; -use core::render::Renderer; -use noise::{NoiseFn, OpenSimplex, Seedable}; -use rand::Rng; -use sprites::SpriteManager; - -////////// LEVEL /////////////////////////////////////////////////////////////// - -#[derive(Default)] -pub struct Level { - pub gravity: Point2D, - pub grid: Grid, - iterations: u8, - walls: Vec>>, -} - -impl Level { - pub fn new(gravity: Point2D) -> Self { - let mut lvl = Level { gravity, grid: Grid::generate(10), iterations: 10, walls: vec!() }; - lvl.filter_regions(); - lvl - } - - fn generate(&mut self) { - self.grid = Grid::generate(self.iterations); - } - - pub fn increase_iteration(&mut self) { - self.iterations += 1; - self.generate(); - println!("iterate {} time(s)", self.iterations); - } - - pub fn decrease_iteration(&mut self) { - self.iterations -= 1; - self.generate(); - println!("iterate {} time(s)", self.iterations); - } - - pub fn filter_regions(&mut self) { - self.grid.filter_regions(); - let mut walls = vec!(); - for mut r in self.grid.find_regions() { - if r.value { - let mut outline = r.outline(self.grid.cell_size); - for i in 2..(outline.len() - 2) { -// outline[i] = (outline[i - 1] + outline[i] + outline[i + 1]) / 3; - outline[i] = (outline[i - 2] + outline[i - 1] + outline[i] + outline[i + 1] + outline[i + 2]) / 5; - } - walls.push(outline); - } - } - self.walls = walls; - } - - 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 y in 0..self.grid.height { - if self.grid.cells[x][y] { - renderer.canvas().fill_rect(sdl2::rect::Rect::new(x as i32 * size as i32, y as i32 * size as i32, size as u32, size as u32)).unwrap(); - } - } - } - - let off = (size / 2) as i32; - for wall in &self.walls { - for w in wall.windows(2) { - renderer.draw_line((w[0].x as i32 + off, w[0].y as i32 + off), (w[1].x as i32 + off, w[1].y as i32 + off), (255, 255, 0)); - } - let last = wall.len() - 1; - renderer.draw_line((wall[0].x as i32 + off, wall[0].y as i32 + off), (wall[last].x as i32 + off, wall[last].y as i32 + off), (255, 255, 0)); - } - } -} - -////////// GRID //////////////////////////////////////////////////////////////// - - -#[derive(Default)] -pub struct Grid { - pub width: usize, - pub height: usize, - pub cell_size: usize, - pub cells: Vec>, -} - -impl Grid { - fn generate(iterations: u8) -> Grid { - time_scope!("grid generation"); - - let cell_size = 20; - let (width, height) = (2560 / cell_size, 1440 / cell_size); - - let mut grid = Grid { - cell_size, - width, - height, - cells: vec!(vec!(true; height); width), - }; - - // start with some noise -// grid.simplex_noise(); - grid.random_noise(); - - // smooth with cellular automata - grid.smooth(iterations); -// grid.smooth_until_equilibrium(); - - // increase resolution - for _i in 0..1 { - grid = grid.subdivide(); - grid.smooth(iterations); - } - - grid - } - - #[allow(dead_code)] - fn simplex_noise(&mut self) { - 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(); - 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 smooth(&mut self, iterations: u8) { - let distance = 1; - for _i in 0..iterations { - let mut next = vec!(vec!(true; self.height); self.width); - for x in distance..(self.width - distance) { - for y in distance..(self.height - distance) { - match Grid::neighbours(&self.cells, x, y, distance) { - n if n < 4 => next[x][y] = false, - n if n > 4 => next[x][y] = true, - _ => next[x][y] = self.cells[x][y] - } - } - } - if self.cells == next { - break; // exit early - } else { - self.cells = next; - } - } - } - - #[allow(dead_code)] - fn smooth_until_equilibrium(&mut self) { - let distance = 1; - let mut count = 0; - loop { - count += 1; - let mut next = vec!(vec!(true; self.height); self.width); - for x in distance..(self.width - distance) { - for y in distance..(self.height - distance) { - match Grid::neighbours(&self.cells, x, y, distance) { - n if n < 4 => next[x][y] = false, - n if n > 4 => next[x][y] = true, - _ => next[x][y] = self.cells[x][y] - }; - } - } - if self.cells == next { - break; - } else { - self.cells = next; - } - } - println!("{} iterations needed", count); - } - - fn neighbours(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) { - if !(x == px && y == py) && grid[x][y] { - count += 1; - } - } - } - count - } - - fn set_each bool>(&mut self, mut func: F, walls: usize) { - for x in walls..(self.width - walls) { - for y in walls..(self.height - walls) { - self.cells[x][y] = func(x, y); - } - } - } - - fn subdivide(&mut self) -> Grid { - let (width, height) = (self.width * 2, self.height * 2); - let mut cells = vec!(vec!(true; height); width); - for x in 1..(width - 1) { - for y in 1..(height - 1) { - cells[x][y] = self.cells[x / 2][y / 2]; - } - } - Grid { - cell_size: self.cell_size / 2, - width, - height, - cells - } - } - - fn find_regions(&self) -> Vec { - 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>) -> 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)>, -} - -impl Region { - fn enclosing_rect(&self) -> (usize, usize, usize, usize) { - let mut min = (usize::MAX, usize::MAX); - let mut max = (0, 0); - for c in &self.cells { - if c.0 < min.0 { min.0 = c.0; } - else if c.0 > max.0 { max.0 = c.0; } - if c.1 < min.1 { min.1 = c.1; } - else if c.1 > max.1 { max.1 = c.1; } - } - (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) - } - - pub fn outline(&mut self, scale: usize) -> Vec> { - let rect = self.enclosing_rect(); - let (ox, oy, w, h) = rect; - let grid = self.grid(&rect); - let mut marked = vec!(vec!(false; h); w); - let mut outline = vec!(); - - let (mut p, mut dir) = self.find_first_point_of_outline(&rect, &grid); -// println!("starting at {:?} with dir {:?}", p, dir); - marked[p.x as usize][p.y as usize] = true; - loop { - outline.push((p + (ox as isize, oy as isize)) * scale as isize); - let result = self.find_next_point_of_outline(&grid, p, dir); - p = result.0; - dir = result.1; -// println!("next at {:?} with dir {:?}", p, dir); - if marked[p.x as usize][p.y as usize] { - // we're back at the beginning - break; - } - marked[p.x as usize][p.y as usize] = true; - } - - outline - } - - fn grid(&self, rect: &(usize, usize, usize, usize)) -> Vec> { - let (x, y, w, h) = rect; - let mut grid = vec!(vec!(false; *h); *w); - for c in &self.cells { - grid[c.0 - x][c.1 - y] = true; - } - grid - } - - fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec>) -> (Point2D, Point2D) { - 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 { - for y in 0..*h { - if is_outer_wall && !grid[x][y] { - return (point!(x as isize, y as isize - 1), point!(0, 1)) // one step back because we're not on a wall tile - } - else if !is_outer_wall && grid[x][y] { - return (point!(x as isize, y as isize), point!(1, 0)) - } - } - } - panic!("no wall found!"); - } - - fn find_next_point_of_outline(&self, grid: &Vec>, p: Point2D, dir: Point2D) -> (Point2D, Point2D) { - let left = match dir.into() { - (-1, 0) => (0, 1), - (0, 1) => (1, 0), - (1, 0) => (0, -1), - (0, -1) => (-1, 0), - _ => (0, 0), - }; - let right = match dir.into() { - (0, 1) => (-1, 0), - (1, 0) => (0, 1), - (0, -1) => (1, 0), - (-1, 0) => (0, -1), - _ => (0, 0), - }; - if self.check(p + dir, grid) { -// println!("{:?} is true", p + dir); - if self.check(p + dir + left, grid) { -// println!("going left to {:?}", p + dir + left); - return (p + dir + left, left.into()) - } else { - return (p + dir, dir) - } - } else { -// println!("{:?} is false", p + dir); - if self.check(p + dir + right, grid) { -// println!("going right to {:?}", p + dir + right); - return (p + dir + right, dir) - } else { -// println!("going right from p to {:?}", p + right); - return (p + right, right.into()) - } - } - } - - fn check(&self, p: Point2D, 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 { - grid[p.x as usize][p.y as usize] - } - } -}