start generating rooms
This commit is contained in:
parent
186e9136c7
commit
3df042b0d8
84
src/level.rs
84
src/level.rs
|
@ -1,3 +1,7 @@
|
||||||
|
use rand::prelude::SliceRandom;
|
||||||
|
use rand::Rng;
|
||||||
|
use rand::rngs::ThreadRng;
|
||||||
|
|
||||||
pub const LEVEL_WIDTH: usize = 50;
|
pub const LEVEL_WIDTH: usize = 50;
|
||||||
pub const LEVEL_HEIGHT: usize = 25;
|
pub const LEVEL_HEIGHT: usize = 25;
|
||||||
|
|
||||||
|
@ -9,38 +13,84 @@ pub enum LevelElement {
|
||||||
StairUp,
|
StairUp,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[derive(Copy, Clone, Debug, PartialEq)]
|
||||||
|
pub enum RoomType {
|
||||||
|
StairUp,
|
||||||
|
StairDown,
|
||||||
|
BasicRoom,
|
||||||
|
EmptyRoom,
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Copy, Clone, Debug, PartialEq)]
|
#[derive(Copy, Clone, Debug, PartialEq)]
|
||||||
pub struct Level {
|
pub struct Level {
|
||||||
structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
|
structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Level {
|
impl Level {
|
||||||
const ROOM_HEIGHT: usize = 6;
|
|
||||||
const ROOM_WIDTH: usize = 7;
|
const ROOM_WIDTH: usize = 7;
|
||||||
fn draw_room(row: usize, col: usize, s: &mut [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH]) {
|
const ROOM_HEIGHT: usize = 6;
|
||||||
for r in 0..Level::ROOM_HEIGHT {
|
const ROOMS_VERTICAL: usize = 7;
|
||||||
for c in 0..Level::ROOM_WIDTH {
|
const ROOMS_HORIZONTAL: usize = 4;
|
||||||
if c == Level::ROOM_WIDTH - 1 || r == Level::ROOM_HEIGHT - 1 {
|
|
||||||
s[col * Level::ROOM_WIDTH + c][row * Level::ROOM_HEIGHT + r] = LevelElement::Wall;
|
fn draw_room(&mut self, rng: &mut ThreadRng, row: usize, col: usize) {
|
||||||
}
|
let width = rng.gen_range(3..6);
|
||||||
|
let offset_x = rng.gen_range(0..(Level::ROOM_WIDTH - width));
|
||||||
|
let height = rng.gen_range(3..5);
|
||||||
|
let offset_y = rng.gen_range(0..(Level::ROOM_HEIGHT - height));
|
||||||
|
|
||||||
|
for r in offset_y..offset_y + height {
|
||||||
|
for c in offset_x..offset_x + width {
|
||||||
|
self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
fn draw_stair(&mut self, element: LevelElement, row: usize, col: usize) {
|
||||||
|
for r in 0..Level::ROOM_HEIGHT - 1 {
|
||||||
|
for c in 0..Level::ROOM_WIDTH - 1 {
|
||||||
|
self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
self.structure[1 + col * Level::ROOM_WIDTH + 2][1 + row * Level::ROOM_HEIGHT + 2] = element;
|
||||||
|
}
|
||||||
pub fn new() -> Level {
|
pub fn new() -> Level {
|
||||||
let mut s = [[LevelElement::Floor; LEVEL_HEIGHT]; LEVEL_WIDTH];
|
let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
|
||||||
Level::draw_room(0, 0, &mut s);
|
|
||||||
Level::draw_room(1, 1, &mut s);
|
|
||||||
for i in 0..LEVEL_WIDTH {
|
|
||||||
s[i][0] = LevelElement::Wall;
|
|
||||||
}
|
|
||||||
for i in 0..LEVEL_HEIGHT {
|
|
||||||
s[0][i] = LevelElement::Wall;
|
|
||||||
}
|
|
||||||
|
|
||||||
Level {
|
Level {
|
||||||
structure: s
|
structure: s
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
pub fn generate(&mut self, level: usize) {
|
||||||
|
let mut rooms: Vec<RoomType> = Vec::with_capacity(Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL);
|
||||||
|
if level > 0 {
|
||||||
|
rooms.push(RoomType::StairUp);
|
||||||
|
}
|
||||||
|
if level < 24 {
|
||||||
|
rooms.push(RoomType::StairDown);
|
||||||
|
}
|
||||||
|
let mut rng = rand::thread_rng();
|
||||||
|
for _ in rooms.len()..Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL {
|
||||||
|
match rng.gen_range(1..=6) {
|
||||||
|
1 => { rooms.push(RoomType::EmptyRoom) }
|
||||||
|
_ => { rooms.push(RoomType::BasicRoom) }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
rooms.shuffle(&mut rng);
|
||||||
|
for (idx, room) in rooms.iter().enumerate() {
|
||||||
|
let row = idx / Level::ROOMS_VERTICAL;
|
||||||
|
let col = idx % Level::ROOMS_VERTICAL;
|
||||||
|
match room {
|
||||||
|
RoomType::EmptyRoom => {}
|
||||||
|
RoomType::StairUp => {
|
||||||
|
self.draw_stair(LevelElement::StairUp, row, col)
|
||||||
|
}
|
||||||
|
RoomType::StairDown => {
|
||||||
|
self.draw_stair(LevelElement::StairDown, row, col)
|
||||||
|
}
|
||||||
|
RoomType::BasicRoom => {
|
||||||
|
self.draw_room(&mut rng, row, col)
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> {
|
pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> {
|
||||||
if x < 0 || y < 0 {
|
if x < 0 || y < 0 {
|
||||||
return None;
|
return None;
|
||||||
|
|
17
src/main.rs
17
src/main.rs
|
@ -12,7 +12,7 @@ use ratatui::prelude::*;
|
||||||
use ratatui::widgets::Block;
|
use ratatui::widgets::Block;
|
||||||
|
|
||||||
use crate::game::Game;
|
use crate::game::Game;
|
||||||
use crate::level::Level;
|
use crate::level::{Level, LevelElement};
|
||||||
use crate::level_widget::LevelWidget;
|
use crate::level_widget::LevelWidget;
|
||||||
use crate::player::Player;
|
use crate::player::Player;
|
||||||
|
|
||||||
|
@ -23,11 +23,24 @@ mod position;
|
||||||
mod level_widget;
|
mod level_widget;
|
||||||
|
|
||||||
fn main() -> Result<()> {
|
fn main() -> Result<()> {
|
||||||
|
let mut levels: [Level; 25] = [Level::new(); 25];
|
||||||
|
for l in 0..25 {
|
||||||
|
levels[l].generate(l);
|
||||||
|
}
|
||||||
let mut g = Game {
|
let mut g = Game {
|
||||||
player: Player::new("Teddy Tester", 10),
|
player: Player::new("Teddy Tester", 10),
|
||||||
levels: [Level::new(); 25],
|
levels,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// place player on first upper left floor
|
||||||
|
for i in 0..level::LEVEL_HEIGHT {
|
||||||
|
let t = (i as usize).try_into().unwrap();
|
||||||
|
if g.levels[0].get_element(t, t) == Some(LevelElement::Floor) {
|
||||||
|
g.player.change_position((i - 1) as i8, (i - 1) as i8);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
stdout().execute(EnterAlternateScreen)?;
|
stdout().execute(EnterAlternateScreen)?;
|
||||||
enable_raw_mode()?;
|
enable_raw_mode()?;
|
||||||
let mut terminal = Terminal::new(CrosstermBackend::new(stdout()))?;
|
let mut terminal = Terminal::new(CrosstermBackend::new(stdout()))?;
|
||||||
|
|
Loading…
Reference in New Issue