drawing a realistic roguelike map

This commit is contained in:
Ben Morrison 2019-09-14 14:17:28 -04:00
parent ff6f7ff7b2
commit 89a7034965
Signed by: gbmor
GPG Key ID: 8F192E4720BB0DAC
4 changed files with 126 additions and 32 deletions

View File

@ -7,11 +7,10 @@ use specs::prelude::*;
mod entity;
mod map;
mod player;
mod rect;
mod state;
use crate::entity::{
LeftMover, LeftWalker, Player, Position, Renderable,
};
use crate::entity::{Player, Position, Renderable};
use crate::state::State;
fn main() {
@ -19,20 +18,20 @@ fn main() {
Rltk::init_simple8x8(80, 50, "MORTAL WOMBAT", "resources");
let mut gs = State {
ecs: World::new(),
systems: DispatcherBuilder::new()
.with(LeftWalker {}, "left_walker", &[])
.build(),
systems: DispatcherBuilder::new().build(),
};
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<LeftMover>();
gs.ecs.register::<Player>();
gs.ecs.insert(map::new());
let (rooms, map) = map::new_room_corridors();
gs.ecs.insert(map);
// start player in center of room 1
let (p_x, p_y) = rooms[0].center();
gs.ecs
.create_entity()
.with(Position { x: 40, y: 25 })
.with(Position { x: p_x, y: p_y })
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
@ -41,18 +40,5 @@ fn main() {
.with(Player {})
.build();
(0..10).into_iter().for_each(|i| {
gs.ecs
.create_entity()
.with(Position { x: i * 7, y: 20 })
.with(Renderable {
glyph: rltk::to_cp437('?'),
fg: RGB::named(rltk::RED),
bg: RGB::named(rltk::BLACK),
})
.with(LeftMover {})
.build();
});
rltk::main_loop(context, gs);
}

View File

@ -1,12 +1,15 @@
use rltk::{Console, Rltk, RGB};
use std::cmp::{max, min};
use rltk::{Console, RandomNumberGenerator, Rltk, RGB};
use crate::entity::TileType;
use crate::rect::Rect;
pub fn xy_idx(x: i32, y: i32) -> usize {
(y as usize * 80) + x as usize
}
pub fn new() -> Vec<TileType> {
pub fn new_test() -> Vec<TileType> {
let mut map = vec![TileType::Floor; 80 * 50];
(0..80).into_iter().for_each(|x| {
@ -34,6 +37,52 @@ pub fn new() -> Vec<TileType> {
map
}
pub fn new_room_corridors() -> (Vec<Rect>, Vec<TileType>) {
let mut map = vec![TileType::Wall; 80 * 50];
let mut rooms: Vec<Rect> = Vec::new();
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
let mut rng = RandomNumberGenerator::new();
(0..MAX_ROOMS).into_iter().for_each(|_| {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, 80 - w - 1) - 1;
let y = rng.roll_dice(1, 50 - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
rooms.iter().for_each(|other| {
if new_room.intersect(other) {
ok = false;
}
});
if ok {
apply_room(&new_room, &mut map);
if !rooms.is_empty() {
let (new_x, new_y) = new_room.center();
let (prev_x, prev_y) = rooms[rooms.len() - 1].center();
if rng.range(0, 1) == 1 {
apply_horiz_tunnel(&mut map, prev_x, new_x, prev_y);
apply_vert_tunnel(&mut map, prev_y, new_y, new_x);
} else {
apply_vert_tunnel(&mut map, prev_y, new_y, prev_x);
apply_horiz_tunnel(&mut map, prev_x, new_x, new_y);
}
}
rooms.push(new_room);
}
});
(rooms, map)
}
pub fn draw(map: &[TileType], ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
@ -66,3 +115,29 @@ pub fn draw(map: &[TileType], ctx: &mut Rltk) {
}
});
}
pub fn apply_room(room: &Rect, map: &mut [TileType]) {
(room.y1 + 1..=room.y2).into_iter().for_each(|y| {
(room.x1 + 1..=room.x2).into_iter().for_each(|x| {
map[xy_idx(x, y)] = TileType::Floor;
});
});
}
fn apply_horiz_tunnel(map: &mut [TileType], x1: i32, x2: i32, y: i32) {
(min(x1, x2)..=max(x1, x2)).into_iter().for_each(|x| {
let idx = xy_idx(x, y);
if idx > 0 && idx < 80 * 50 {
map[idx as usize] = TileType::Floor;
}
});
}
fn apply_vert_tunnel(map: &mut [TileType], y1: i32, y2: i32, x: i32) {
(min(y1, y2)..=max(y1, y2)).into_iter().for_each(|y| {
let idx = xy_idx(x, y);
if idx > 0 && idx < 80 * 50 {
map[idx as usize] = TileType::Floor;
}
});
}

View File

@ -39,14 +39,18 @@ pub fn input(gs: &mut State, ctx: &mut Rltk) {
match ctx.key {
None => {}
Some(key) => match key {
VirtualKeyCode::Left => {
player::try_move(-1, 0, &mut gs.ecs)
}
VirtualKeyCode::Right => {
player::try_move(1, 0, &mut gs.ecs)
}
VirtualKeyCode::Up => player::try_move(0, -1, &mut gs.ecs),
VirtualKeyCode::Down => player::try_move(0, 1, &mut gs.ecs),
VirtualKeyCode::Left => try_move(-1, 0, &mut gs.ecs),
VirtualKeyCode::Numpad4 => try_move(-1, 0, &mut gs.ecs),
VirtualKeyCode::H => try_move(-1, 0, &mut gs.ecs),
VirtualKeyCode::Right => try_move(1, 0, &mut gs.ecs),
VirtualKeyCode::Numpad6 => try_move(1, 0, &mut gs.ecs),
VirtualKeyCode::L => try_move(1, 0, &mut gs.ecs),
VirtualKeyCode::Up => try_move(0, -1, &mut gs.ecs),
VirtualKeyCode::Numpad8 => try_move(0, -1, &mut gs.ecs),
VirtualKeyCode::K => try_move(0, -1, &mut gs.ecs),
VirtualKeyCode::Down => try_move(0, 1, &mut gs.ecs),
VirtualKeyCode::Numpad2 => try_move(0, 1, &mut gs.ecs),
VirtualKeyCode::J => try_move(0, 1, &mut gs.ecs),
_ => {}
},
}

29
src/rect.rs Normal file
View File

@ -0,0 +1,29 @@
pub struct Rect {
pub x1: i32,
pub x2: i32,
pub y1: i32,
pub y2: i32,
}
impl Rect {
pub fn new(x: i32, y: i32, w: i32, h: i32) -> Self {
Rect {
x1: x,
y1: y,
x2: x + w,
y2: y + h,
}
}
// true if the two overlap
pub fn intersect(&self, other: &Rect) -> bool {
self.x1 <= other.x2
&& self.x2 >= other.x1
&& self.y1 <= other.y2
&& self.y2 >= other.y1
}
pub fn center(&self) -> (i32, i32) {
((self.x1 + self.x2) / 2, (self.y1 + self.y2) / 2)
}
}