starting on enemies
This commit is contained in:
parent
dc82e021da
commit
a61dfda3c9
13
src/game.rs
13
src/game.rs
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@ -15,8 +15,8 @@ impl Game {
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let new_x: i16 = player_pos.get_x() as i16 + dx;
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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 new_y: i16 = player_pos.get_y() as i16 + dy;
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let can_go: bool = match level.get_element(new_x, new_y) {
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let can_go: bool = match level.get_element(new_x, new_y) {
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(None, _) => { false }
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(None, _, _) => { false }
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(Some(t), _) => {
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(Some(t), _, _) => {
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match t {
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match t {
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StructureElement::Wall => { false }
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StructureElement::Wall => { false }
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_ => { true }
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_ => { true }
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@ -52,6 +52,15 @@ impl Game {
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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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match tmp.2 {
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Some() => {
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self.levels[player_pos.get_level()].remove_artifact(new_x, new_y);
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self.player.add_gold(gold);
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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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}
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}
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27
src/level.rs
27
src/level.rs
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@ -20,12 +20,18 @@ pub enum Artifact {
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Chest { gold: usize },
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Chest { gold: usize },
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub enum Enemy {
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Rat
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub struct Level {
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pub struct Level {
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pub(crate) structure: [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) structure: [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) discovered: [[bool; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) discovered: [[bool; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) artifacts: [[Option<Artifact>; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) artifacts: [[Option<Artifact>; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) enemies: [[Option<Enemy>; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) start_x: usize,
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pub(crate) start_x: usize,
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pub(crate) start_y: usize,
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pub(crate) start_y: usize,
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pub(crate) end_x: usize,
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pub(crate) end_x: usize,
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@ -39,6 +45,7 @@ impl Level {
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structure: s,
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structure: s,
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discovered: [[false; LEVEL_HEIGHT]; LEVEL_WIDTH],
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discovered: [[false; LEVEL_HEIGHT]; LEVEL_WIDTH],
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artifacts: [[None; LEVEL_HEIGHT]; LEVEL_WIDTH],
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artifacts: [[None; LEVEL_HEIGHT]; LEVEL_WIDTH],
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enemies: [[None; LEVEL_HEIGHT]; LEVEL_WIDTH],
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start_x: 1,
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start_x: 1,
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start_y: 1,
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start_y: 1,
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end_x: 1,
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end_x: 1,
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@ -56,47 +63,57 @@ impl Level {
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}
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}
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self.artifacts[x][y] = None;
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self.artifacts[x][y] = None;
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}
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}
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pub fn get_element(&self, x: i16, y: i16) -> (Option<StructureElement>, Option<Artifact>) {
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pub fn get_element(&self, x: i16, y: i16) -> (Option<StructureElement>, Option<Artifact>, Option<Enemy>) {
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if x < 0 || y < 0 {
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if x < 0 || y < 0 {
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return (None, None);
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return (None, None, None);
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}
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}
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let x = x as usize;
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let x = x as usize;
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let y = y as usize;
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let y = y as usize;
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if x >= LEVEL_WIDTH || y >= LEVEL_HEIGHT {
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if x >= LEVEL_WIDTH || y >= LEVEL_HEIGHT {
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return (None, None);
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return (None, None, None);
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}
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}
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if !self.discovered[x][y] {
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if !self.discovered[x][y] {
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return (Some(StructureElement::Unknown), None);
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return (Some(StructureElement::Unknown), None, None);
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}
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}
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return (Some(self.structure[x][y]), self.artifacts[x][y]);
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return (Some(self.structure[x][y]), self.artifacts[x][y], self.enemies[x][y]);
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}
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}
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/// discover the area with in the level around the given position
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/// discover the area with in the level around the given position
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pub fn discover(&mut self, pos: Position) {
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pub fn discover(&mut self, pos: Position) {
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let x = pos.get_x();
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let x = pos.get_x();
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let y = pos.get_y();
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let y = pos.get_y();
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// uncover fields directly next to the player
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for x_r in max(x - 1, 0)..=min(x + 1, LEVEL_WIDTH - 1) {
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for x_r in max(x - 1, 0)..=min(x + 1, LEVEL_WIDTH - 1) {
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for y_r in max(y - 1, 0)..=min(y + 1, LEVEL_HEIGHT - 1) {
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for y_r in max(y - 1, 0)..=min(y + 1, LEVEL_HEIGHT - 1) {
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self.discovered[x_r][y_r] = true;
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self.discovered[x_r][y_r] = true;
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}
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}
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}
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}
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// uncover fields up to 2 fields right of the player
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for x_r in x..=min(x + 2, LEVEL_WIDTH - 1) {
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for x_r in x..=min(x + 2, LEVEL_WIDTH - 1) {
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self.discovered[x_r][y] = true;
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self.discovered[x_r][y] = true;
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if self.structure[x_r][y] == StructureElement::Wall {
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if self.structure[x_r][y] == StructureElement::Wall {
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break;
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break;
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}
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}
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}
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}
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// uncover fields up to 2 fields below of the player
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for y_r in y..=min(y + 2, LEVEL_HEIGHT - 1) {
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for y_r in y..=min(y + 2, LEVEL_HEIGHT - 1) {
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self.discovered[x][y_r] = true;
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self.discovered[x][y_r] = true;
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if self.structure[x][y_r] == StructureElement::Wall {
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if self.structure[x][y_r] == StructureElement::Wall {
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break;
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break;
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}
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}
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}
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}
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// uncover fields up to 2 fields left of the player
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for x_r in (max(x, 2)..x + 2).rev() {
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for x_r in (max(x, 2)..x + 2).rev() {
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self.discovered[x_r - 2][y] = true;
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self.discovered[x_r - 2][y] = true;
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if self.structure[x_r - 2][y] == StructureElement::Wall {
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if self.structure[x_r - 2][y] == StructureElement::Wall {
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break;
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break;
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}
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}
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}
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}
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// uncover fields up to 2 fields above of the player
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for y_r in (max(y, 2)..y + 2).rev() {
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for y_r in (max(y, 2)..y + 2).rev() {
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self.discovered[x][y_r - 2] = true;
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self.discovered[x][y_r - 2] = true;
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if self.structure[x][y_r - 2] == StructureElement::Wall {
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if self.structure[x][y_r - 2] == StructureElement::Wall {
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@ -9,7 +9,7 @@ use rand::prelude::SliceRandom;
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use rand::Rng;
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use rand::Rng;
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use rand::rngs::ThreadRng;
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use rand::rngs::ThreadRng;
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use crate::level::{Artifact, Level, StructureElement};
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use crate::level::{Artifact, Enemy, Level, StructureElement};
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const ROOMS_VERTICAL: usize = 7;
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const ROOMS_VERTICAL: usize = 7;
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const ROOMS_HORIZONTAL: usize = 4;
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const ROOMS_HORIZONTAL: usize = 4;
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@ -24,6 +24,7 @@ pub enum RoomType {
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StairDown,
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StairDown,
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BasicRoom,
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BasicRoom,
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TreasureRoom,
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TreasureRoom,
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MonsterRoom,
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EmptyRoom,
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EmptyRoom,
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}
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}
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@ -102,12 +103,13 @@ impl LevelGenerator {
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} else {
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} else {
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room_types.push(RoomType::StairDown);
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room_types.push(RoomType::StairDown);
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}
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}
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room_types.push(RoomType::TreasureRoom);
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room_types.push(RoomType::MonsterRoom);
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// generate a random set of rooms and shuffle them
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// generate a random set of rooms and shuffle them
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for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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match rng.gen_range(1..=6) {
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match rng.gen_range(1..=100) {
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// TODO tune room type distribution
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// TODO tune room type distribution
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1..=3 => { room_types.push(RoomType::EmptyRoom) }
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1..=33 => { room_types.push(RoomType::EmptyRoom) }
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34..=66 => { room_types.push(RoomType::TreasureRoom) }
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_ => { room_types.push(RoomType::BasicRoom) }
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_ => { room_types.push(RoomType::BasicRoom) }
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}
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}
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}
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}
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@ -236,8 +238,9 @@ impl LevelGenerator {
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}
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}
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pub fn render(&self) -> Level {
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pub fn render(&self) -> Level {
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let mut rng = rand::thread_rng();
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let mut rng = rand::thread_rng();
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let mut s = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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let mut structure = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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let mut d = [[None; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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let mut artifacts = [[None; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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let mut enemies = [[None; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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let mut start_x: usize = 0;
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let mut start_x: usize = 0;
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let mut start_y: usize = 0;
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let mut start_y: usize = 0;
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let mut end_x: usize = 0;
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let mut end_x: usize = 0;
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@ -249,33 +252,39 @@ impl LevelGenerator {
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let room = self.rooms[c][r];
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let room = self.rooms[c][r];
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for x in 0..room.width {
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for x in 0..room.width {
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for y in 0..room.height {
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for y in 0..room.height {
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s[left + room.offset_x + x][top + room.offset_y + y] = StructureElement::Floor;
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structure[left + room.offset_x + x][top + room.offset_y + y] = StructureElement::Floor;
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}
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}
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}
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}
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if room.kind == RoomType::TreasureRoom {
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if room.kind == RoomType::TreasureRoom {
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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d[t_x][t_y] = Some(Artifact::Chest { gold: rng.gen_range(2..100) });
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artifacts[t_x][t_y] = Some(Artifact::Chest { gold: rng.gen_range(2..30) });
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}
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if room.kind == RoomType::MonsterRoom {
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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// TODO randomize enemies here
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enemies[t_x][t_y] = Some(Enemy::Rat);
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}
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}
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if room.kind == RoomType::StairDown {
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if 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_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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end_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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}
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if room.kind == RoomType::StairDown {
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if room.kind == RoomType::StairDown {
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s[end_x][end_y] = StructureElement::StairDown;
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structure[end_x][end_y] = StructureElement::StairDown;
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}
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}
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if room.kind == RoomType::End {
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if room.kind == RoomType::End {
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s[end_x][end_y] = StructureElement::End;
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structure[end_x][end_y] = StructureElement::End;
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}
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}
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if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
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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_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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start_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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}
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if room.kind == RoomType::StairUp {
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if room.kind == RoomType::StairUp {
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s[start_x][start_y] = StructureElement::StairUp;
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structure[start_x][start_y] = StructureElement::StairUp;
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}
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}
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if room.kind == RoomType::Start {
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if room.kind == RoomType::Start {
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s[start_x][start_y] = StructureElement::Start;
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structure[start_x][start_y] = StructureElement::Start;
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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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@ -289,8 +298,8 @@ impl LevelGenerator {
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let left = 1 + c * ROOM_WIDTH + x_conn.offset;
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let left = 1 + c * ROOM_WIDTH + x_conn.offset;
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let bottom = 1 + (r + x_conn.distance) * ROOM_HEIGHT + tgt_room.offset_y + tgt_room.height;
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let bottom = 1 + (r + x_conn.distance) * ROOM_HEIGHT + tgt_room.offset_y + tgt_room.height;
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for i in top..bottom {
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for i in top..bottom {
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if s[left][i] == StructureElement::Wall {
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if structure[left][i] == StructureElement::Wall {
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s[left][i] = StructureElement::Floor;
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structure[left][i] = StructureElement::Floor;
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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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@ -301,17 +310,18 @@ impl LevelGenerator {
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let left = 1 + c * ROOM_WIDTH + src_room.offset_x;
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let left = 1 + c * ROOM_WIDTH + src_room.offset_x;
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let right = 1 + (c + y_conn.distance) * ROOM_WIDTH + tgt_room.offset_x + tgt_room.width;
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let right = 1 + (c + y_conn.distance) * ROOM_WIDTH + tgt_room.offset_x + tgt_room.width;
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for i in left..right {
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for i in left..right {
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if s[i][top] == StructureElement::Wall {
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if structure[i][top] == StructureElement::Wall {
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s[i][top] = StructureElement::Floor;
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structure[i][top] = StructureElement::Floor;
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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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}
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}
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}
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Level {
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Level {
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structure: s,
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structure,
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discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH],
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discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH],
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artifacts: d,
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artifacts,
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enemies,
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start_x,
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start_x,
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start_y,
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start_y,
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end_x,
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end_x,
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@ -82,15 +82,22 @@ impl<'a> Widget for LevelWidget<'a> {
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let level_x = (x - al) as i16;
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let level_x = (x - al) as i16;
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let level_y = (y - at) as i16;
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let level_y = (y - at) as i16;
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match level.get_element(level_x, level_y) {
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match level.get_element(level_x, level_y) {
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(None, _) => {}
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(None, _, _) => {}
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(_, Some(e)) => {
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(_, Some(e), _) => {
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match e {
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match e {
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Artifact::Chest { gold: _ } => {
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Artifact::Chest { gold: _ } => {
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self.set_cell(buf, x, y, "⌂", Color::Black, Color::Gray);
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self.set_cell(buf, x, y, "⌂", Color::Black, Color::Gray);
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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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(Some(e), _) => {
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(_, _, Some(e)) => {
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match e {
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Ene => {
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self.set_cell(buf, x, y, "R", Color::Black, Color::Gray);
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}
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}
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}
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(Some(e), _, _) => {
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match e {
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match e {
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StructureElement::Wall => {
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StructureElement::Wall => {
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let top = level.get_element(level_x, level_y - 1).0;
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let top = level.get_element(level_x, level_y - 1).0;
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