More work
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206a49fb08
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60
src/game.rs
60
src/game.rs
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@ -16,16 +16,15 @@ impl Game {
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pub fn new(p: Player) -> Game {
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let mut v: Vec<Level> = Vec::with_capacity(LEVELS);
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for d in 0..LEVELS {
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v.push(LevelGenerator::generate(d).render());
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v.push(LevelGenerator::generate(d, d==0, d==LEVELS-1).render());
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}
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let mut g = Game {
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player: p,
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levels: v,
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};
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let mut start = (0, 0);
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{
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start = g.get_level(0).start;
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}
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let start = {
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g.get_level(0).start
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};
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g.get_mutable_player().get_position().set(0, start.0, start.1);
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g.get_mutable_level(0).discover(&Position::new(0, start.0, start.1));
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g
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@ -60,6 +59,11 @@ impl Game {
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let (x, y) = self.levels[level].start;
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(level, x, y)
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}
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fn prev_end(&self) -> (usize, usize, usize) {
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let level = self.player.get_immutable_position().get_level() - 1;
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let (x, y) = self.levels[level].end;
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(level, x, y)
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}
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fn next_element(&mut self, dx: i16, dy: i16) -> (Option<StructureElement>, Option<&mut Monster>, Option<&mut Box<(dyn Artifact + 'static)>>) {
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let player_pos = &self.player.get_position();
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let new_x: i16 = player_pos.get_x() as i16 + dx;
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@ -68,34 +72,40 @@ impl Game {
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let level = &mut self.levels[player_level];
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level.get_element(new_x, new_y)
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}
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pub fn move_player(&mut self, dx: i16, dy: i16) {
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pub fn move_player(&mut self, mut dx: i16, mut dy: i16) {
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// verify the player can do the move
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if !self.can_move(dx, dy) {
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return;
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}
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// // let player_pos = &self.player.get_position();
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let player_pos = &self.player.get_position();
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// // let new_x: i16 = player_pos.get_x() as i16 + dx;
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// // let new_y: i16 = player_pos.get_y() as i16 + dy;
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// // let player_level = player_pos.get_level();
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let mut player_level = player_pos.get_level();
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// // let level = &mut self.levels[player_level];
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// let element = self.next_element(dx, dy);
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let element = self.next_element(dx, dy);
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//
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// // use stairs if walked onto one
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// match element {
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// (Some(e), _, _) => {
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// match e {
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// StructureElement::StairDown => {
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// let (next_level, x, y) = self.next_start();
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// self.get_mutable_player().get_position().set(next_level, x, y);
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// self.levels[next_level].discover(self.player.get_position());
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// }
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// StructureElement::StairUp => {}
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// _ => {}
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// }
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// }
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// (_, _, _) => {}
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// }
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match element {
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(Some(e), None, None) => {
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match e {
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StructureElement::StairDown => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.next_start();
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player_level = next_level;
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self.get_mutable_player().get_position().set(next_level, x, y);
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}
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StructureElement::StairUp => {
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(dx, dy) = (0, 0);
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let (next_level, x, y) = self.prev_end();
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player_level = next_level;
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self.get_mutable_player().get_position().set(next_level, x, y);
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}
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_ => {}
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}
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}
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(_, _, _) => {}
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}
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//
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// // interact with monsters / artifacts
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// match element {
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@ -106,9 +116,9 @@ impl Game {
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// (_, _, _) => {}
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// }
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// update position and discover area on new position
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// update position and discover area on new position
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let (new_x, new_y) = self.get_mutable_player().get_position().change(dx, dy);
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self.get_mutable_level(0).discover(&Position::new(0, new_x, new_y));
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self.get_mutable_level(player_level).discover(&Position::new(player_level, new_x, new_y));
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}
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}
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@ -1,5 +1,7 @@
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use std::cmp::{max, min};
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use crate::artifacts::{Artifact, Chest, Potion};
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use crate::artifacts::Artifact;
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#[cfg(test)]
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use crate::artifacts::{Chest, Potion};
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use crate::monster::Monster;
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use crate::position::Position;
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@ -84,7 +84,7 @@ pub struct LevelGenerator {
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}
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impl LevelGenerator {
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pub fn generate(level: usize) -> Self {
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pub fn generate(level: usize, first: bool, last: bool) -> Self {
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let mut rng = rand::thread_rng();
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let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
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let mut graph = UnGraph::<(usize, usize), u16>::default();
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@ -95,13 +95,13 @@ impl LevelGenerator {
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while !LevelGenerator::rooms_connectable(&rooms) {
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let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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// level 0 contains a start room, all others contain a stair up
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if level == 0 {
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if first {
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room_types.push(RoomType::Start);
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} else {
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room_types.push(RoomType::StairUp);
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}
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// level 24 (the last) contains an end room, all others a stair down
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if level == 24 {
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if last {
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room_types.push(RoomType::End);
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} else {
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room_types.push(RoomType::StairDown);
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@ -276,7 +276,8 @@ impl LevelGenerator {
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// TODO randomize enemies here
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enemies.push(Monster::new_with_position(10, Position::new(self.level, t_x, t_y)));
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}
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if room.kind == RoomType::StairDown {
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if room.kind == RoomType::End || room.kind == RoomType::StairDown {
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end_x = left + room.offset_x + rng.gen_range(0..room.width);
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end_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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@ -286,6 +287,7 @@ impl LevelGenerator {
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if room.kind == RoomType::End {
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structure[end_x][end_y] = StructureElement::End;
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}
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if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
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start_x = left + room.offset_x + rng.gen_range(0..room.width);
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start_y = top + room.offset_y + rng.gen_range(0..room.height);
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@ -341,7 +343,7 @@ impl LevelGenerator {
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#[test]
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fn test_level_gen() {
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let level = LevelGenerator::generate(23).render();
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let level = LevelGenerator::generate(23, false, false).render();
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assert_eq!(level.level, 23);
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assert_ne!(level.start, (0, 0));
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assert_ne!(level.end, (0, 0));
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@ -3,7 +3,6 @@ use ratatui::layout::Rect;
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use ratatui::style::Color;
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use ratatui::widgets::{StatefulWidget, Widget};
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use crate::artifacts::Artifact;
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use crate::game::Game;
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use crate::level::StructureElement;
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@ -66,7 +65,7 @@ impl StatefulWidget for LevelWidget {
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}
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}
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}
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(_, Some(t), _) => {
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(_, Some(_), _) => {
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self.set_cell(buf, x, y, "M", Color::Red, Color::Gray);
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}
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(_, _, Some(t)) => {
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@ -89,5 +88,5 @@ impl StatefulWidget for LevelWidget {
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}
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impl Widget for LevelWidget {
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fn render(self, area: Rect, buf: &mut Buffer) {}
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fn render(self, _area: Rect, _buf: &mut Buffer) {}
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}
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