1 use common::{Point, Dimension};
2 use core::render::Renderer;
3 use sprites::SpriteManager;
9 pub use self::lvlgen::LevelGenerator;
11 ////////// LEVEL ///////////////////////////////////////////////////////////////
15 pub gravity: Point<f64>,
17 walls: Vec<Rc<WallRegion>>,
18 wall_grid: Grid<Vec<Rc<WallEdge>>>,
22 pub fn new(gravity: Point<f64>, grid: Grid<bool>, mut walls: Vec<Rc<WallRegion>>) -> Self {
23 let size = (2560, 1440); // TODO: get actual size from walls or something
24 let wall_grid = Level::build_wall_grid(&mut walls, &size.into());
25 dbg!(&wall_grid.cell_size);
34 /// Creates a grid of wall edges for fast lookup
35 fn build_wall_grid(walls: &mut Vec<Rc<WallRegion>>, lvlsize: &Dimension<usize>) -> Grid<Vec<Rc<WallEdge>>> {
36 let size = dimen!(lvlsize.width / 20, lvlsize.height / 20); // TODO: make sure all walls fit within the grid bounds
37 let cs = point!(lvlsize.width / size.width, lvlsize.height / size.height);
38 //let cs = point!(cell_size.width as f64, cell_size.height as f64);
39 let mut grid = vec!(vec!(vec!(); size.height); size.width);
42 for edge in &wall.edges {
43 // TODO: include cells that this edge overlaps
44 for p in &[edge.p1, edge.p2] {
45 let p = point!(p.x as usize, p.y as usize) / cs;
46 grid[0.max(p.x as usize).min(size.width - 1)][0.max(p.y as usize).min(size.height - 1)].push(Rc::clone(edge));
53 cell_size: dimen!(cs.x, cs.y),
58 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
60 renderer.canvas().set_draw_color((64, 64, 64));
61 let size = &self.grid.cell_size;
62 for x in 0..self.grid.size.width {
63 for y in 0..self.grid.size.height {
64 if self.grid.cells[x][y] {
65 renderer.canvas().fill_rect(sdl2::rect::Rect::new(
66 x as i32 * size.width as i32,
67 y as i32 * size.height as i32,
69 size.height as u32)).unwrap();
75 renderer.canvas().set_draw_color((0, 32, 0));
76 let size = &self.wall_grid.cell_size;
77 for x in 0..self.wall_grid.size.width {
78 for y in 0..self.wall_grid.size.height {
79 if !self.wall_grid.cells[x][y].is_empty() {
80 renderer.canvas().fill_rect(sdl2::rect::Rect::new(
81 x as i32 * size.width as i32,
82 y as i32 * size.height as i32,
84 size.height as u32)).unwrap();
90 for wall in &self.walls {
91 for e in &wall.edges {
93 <(i32, i32)>::from(e.p1.to_i32()),
94 <(i32, i32)>::from(e.p2.to_i32()),
101 ////////// GRID ////////////////////////////////////////////////////////////////
103 #[derive(Debug, Default)]
105 pub size: Dimension<usize>,
106 pub cell_size: Dimension<usize>,
107 pub cells: Vec<Vec<T>>,
110 ////////// WALL REGION /////////////////////////////////////////////////////////
113 pub struct WallRegion {
114 edges: Vec<Rc<WallEdge>>,
118 pub fn new(points: Vec<Point<f64>>) -> Rc<Self> {
119 let mut edges = vec!();
121 for i in 0..points.len() {
122 let edge = Rc::new(WallEdge {
125 p2: points[(i + 1) % points.len()],
130 Rc::new(WallRegion { edges })
134 fn next(&self, index: usize) -> Rc<WallEdge> {
135 let index = (index + 1) % self.edges.len();
136 Rc::clone(&self.edges[index])
140 fn previous(&self, index: usize) -> Rc<WallEdge> {
141 let index = (index + self.edges.len() + 1) % self.edges.len();
142 Rc::clone(&self.edges[index])
146 ////////// WALL EDGE ///////////////////////////////////////////////////////////
148 #[derive(Debug, Default)]