1 use common::{Point, Dimension, Intersection, supercover_line};
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<WallRegion>,
18 wall_grid: Grid<Vec<Rc<WallEdge>>>,
22 pub fn new(gravity: Point<f64>, grid: Grid<bool>, mut walls: Vec<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.scale);
34 /// Creates a grid of wall edges for fast lookup
35 fn build_wall_grid(walls: &mut Vec<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!(scale.width as f64, scale.height as f64);
40 cells: vec!(vec!(vec!(); size.height); size.width),
42 scale: dimen!(cs.x as f64, cs.y as f64),
46 for edge in &wall.edges {
47 for c in grid.grid_coordinates_on_line(edge.p1, edge.p2) {
48 grid.cells[c.x][c.y].push(Rc::clone(edge));
56 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
58 renderer.canvas().set_draw_color((64, 64, 64));
59 let size = &self.grid.scale;
60 for x in 0..self.grid.size.width {
61 for y in 0..self.grid.size.height {
62 if self.grid.cells[x][y] {
63 renderer.canvas().fill_rect(sdl2::rect::Rect::new(
64 x as i32 * size.width as i32,
65 y as i32 * size.height as i32,
67 size.height as u32)).unwrap();
73 renderer.canvas().set_draw_color((0, 32, 0));
74 let size = &self.wall_grid.scale;
75 for x in 0..self.wall_grid.size.width {
76 for y in 0..self.wall_grid.size.height {
77 if !self.wall_grid.cells[x][y].is_empty() {
78 let num = self.wall_grid.cells[x][y].len();
79 renderer.canvas().set_draw_color((0, 32*num as u8, 0));
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()),
100 pub fn intersect_walls(&self, p1: Point<f64>, p2: Point<f64>) -> IntersectResult {
101 for c in self.wall_grid.grid_coordinates_on_line(p1, p2) {
102 for w in &self.wall_grid.cells[c.x][c.y] {
103 if let Intersection::Point(p) = Intersection::lines(p1, p2, w.p1, w.p2) {
105 region: &self.walls[w.region],
108 return IntersectResult::Intersection(wall, p)
112 IntersectResult::None
116 pub enum IntersectResult<'a> {
117 Intersection(Wall<'a>, Point<f64>),
121 ////////// GRID ////////////////////////////////////////////////////////////////
123 #[derive(Debug, Default)]
125 pub size: Dimension<usize>,
126 pub scale: Dimension<f64>,
127 pub cells: Vec<Vec<T>>,
131 pub fn at<C>(&self, c: C) -> Option<&T>
132 where C: Into<(isize, isize)>
135 if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
136 Some(&self.cells[c.0 as usize][c.1 as usize])
142 pub fn to_grid_coordinate<C>(&self, c: C) -> Option<Point<usize>>
143 where C: Into<(isize, isize)>
146 if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
147 Some(point!(c.0 as usize, c.1 as usize))
153 /// Returns a list of grid coordinates that a line in world coordinates passes through.
154 pub fn grid_coordinates_on_line(&self, p1: Point<f64>, p2: Point<f64>) -> Vec<Point<usize>> {
155 supercover_line(p1 / self.scale, p2 / self.scale)
157 .map(|c| self.to_grid_coordinate(*c))
163 ////////// WALL REGION /////////////////////////////////////////////////////////
166 pub struct WallRegion {
167 edges: Vec<Rc<WallEdge>>,
171 pub fn new(points: Vec<Point<f64>>) -> Self {
172 let index: RegionIndex = 0; // use as param
173 let mut edges = Vec::with_capacity(points.len());
175 for i in 0..points.len() {
176 let edge = Rc::new(WallEdge {
180 p2: points[(i + 1) % points.len()],
188 // #[allow(dead_code)]
189 // fn next(&self, index: EdgeIndex) -> Rc<WallEdge> {
190 // let index = (index + 1) % self.edges.len();
191 // Rc::clone(&self.edges[index])
194 // #[allow(dead_code)]
195 // fn previous(&self, index: EdgeIndex) -> Rc<WallEdge> {
196 // let index = (index + self.edges.len() + 1) % self.edges.len();
197 // Rc::clone(&self.edges[index])
201 ////////// WALL EDGE ///////////////////////////////////////////////////////////
203 type RegionIndex = usize;
204 type EdgeIndex = usize;
206 #[derive(Debug, Default)]
214 ////////// WALL ////////////////////////////////////////////////////////////////
216 /// kommer det här att fungera ifall nåt objekt ska spara en referens till Wall?
217 /// kanske istället ska lägga Vec<WallRegion> i en Rc<Walls> och skicka med en klon av den, samt id:n till regionen och väggen?
218 pub struct Wall<'a> {
219 region: &'a WallRegion,
224 pub fn next(&self) -> Wall<'a> {
225 let next = (self.edge.id + 1) % self.region.edges.len();
226 let edge = &self.region.edges[next];
233 pub fn previous(&self) -> Wall<'a> {
234 let prev = (self.edge.id + self.region.edges.len() - 1) % self.region.edges.len();
235 let edge = &self.region.edges[prev];