This commit is contained in:
Edgar 2022-03-14 19:07:43 +01:00
parent 04e2f63b5b
commit e6a00cda97
No known key found for this signature in database
GPG key ID: 8731E6C0166EAA85

View file

@ -1,9 +1,8 @@
use color_eyre::Result;
use irrgarten::Maze;
use ndarray::Array2;
use rand::Rng;
use rand_distr::{Normal, Distribution};
use twmap::*;
use color_eyre::Result;
const TILE_EMPTY: u8 = 0;
const TILE_HOOKABLE: u8 = 1;
@ -31,9 +30,9 @@ fn create_initial_map() -> Result<TwMap> {
width: 1024,
height: 1024,
}));
map.images.push(Image::Embedded(EmbeddedImage::from_file("mapres/basic_freeze.png")?));
let physics = Group::physics();
map.groups.push(physics);
map.images.push(Image::Embedded(EmbeddedImage::from_file(
"mapres/basic_freeze.png",
)?));
Ok(map)
}
@ -45,10 +44,27 @@ fn gen_flymap() -> Result<()> {
const HEIGHT: usize = 1000;
const WIDTH: usize = 100;
let mut tiles = Array2::from_shape_simple_fn((HEIGHT, WIDTH), || GameTile::new(TILE_EMPTY, TileFlags::empty()));
let mut front_tiles = Array2::from_shape_simple_fn((HEIGHT, WIDTH), || GameTile::new(TILE_EMPTY, TileFlags::empty()));
let mut tiles = Array2::from_shape_simple_fn((HEIGHT, WIDTH), || {
GameTile::new(TILE_EMPTY, TileFlags::empty())
});
let mut front_tiles = Array2::from_shape_simple_fn((HEIGHT, WIDTH), || {
GameTile::new(TILE_EMPTY, TileFlags::empty())
});
let mut unhookable_tiles =
Array2::from_shape_simple_fn((HEIGHT, WIDTH), || Tile::new(0, TileFlags::empty()));
let mut freeze_tiles =
Array2::from_shape_simple_fn((HEIGHT, WIDTH), || Tile::new(0, TileFlags::empty()));
tiles
.row_mut(HEIGHT - 2)
.iter_mut()
.for_each(|tile| tile.id = TILE_UNHOOKABLE);
unhookable_tiles
.row_mut(HEIGHT - 2)
.iter_mut()
.for_each(|tile| tile.id = 1);
tiles.row_mut(HEIGHT - 2).iter_mut().for_each(|tile| tile.id = TILE_UNHOOKABLE);
tiles[(HEIGHT - 3, WIDTH / 2)].id = TILE_SPAWN;
for x in 0..WIDTH {
@ -59,7 +75,7 @@ fn gen_flymap() -> Result<()> {
let mut center: i64 = WIDTH as i64 / 2;
let mut fly_width: i64 = 10;
for y in (0..=(HEIGHT-3)).rev() {
for y in (0..=(HEIGHT - 3)).rev() {
let direction: i64 = rng.gen_range(-1..=1);
let width_change: i64 = rng.gen_range(-1..=1);
center += direction;
@ -69,24 +85,45 @@ fn gen_flymap() -> Result<()> {
for x in ((center + fly_width) as usize)..WIDTH {
tiles[(y, x)].id = TILE_FREEZE;
freeze_tiles[(y, x)].id = 4;
}
for x in 0..=((center - fly_width) as usize) {
tiles[(y, x)].id = TILE_FREEZE;
freeze_tiles[(y, x)].id = 4;
}
}
let game_layer = GameLayer {
tiles: CompressedData::Loaded(tiles)
tiles: CompressedData::Loaded(tiles),
};
let front_layer = FrontLayer {
tiles: CompressedData::Loaded(front_tiles),
};
let physics = map.physics_group_mut();
let mut unhook_tiles_layer = TilesLayer::new((HEIGHT, WIDTH));
unhook_tiles_layer.image = Some(0);
unhook_tiles_layer.tiles = CompressedData::Loaded(unhookable_tiles);
let mut freeze_tiles_layer = TilesLayer::new((HEIGHT, WIDTH));
freeze_tiles_layer.image = Some(1);
freeze_tiles_layer.tiles = CompressedData::Loaded(freeze_tiles);
freeze_tiles_layer.color = Color {
r: 0,
g: 0,
b: 0,
a: 200,
};
let mut physics = Group::physics();
physics.layers.push(Layer::Game(game_layer));
physics.layers.push(Layer::Front(front_layer));
physics.layers.push(Layer::Tiles(unhook_tiles_layer));
physics.layers.push(Layer::Tiles(freeze_tiles_layer));
map.groups.push(quads_sky());
map.groups.push(physics);
map.save_file("server/maps/generated.map")?;
@ -100,7 +137,9 @@ fn gen_maze() -> Result<()> {
let maze = Maze::new(1001, 1001).unwrap().generate(&mut rng);
let mut tiles = Array2::from_shape_fn((1001, 1001), |(x, y)| GameTile::new(maze[x][y], TileFlags::empty()));
let mut tiles = Array2::from_shape_fn((1001, 1001), |(x, y)| {
GameTile::new(maze[x][y], TileFlags::empty())
});
// Put spawn and start tile on top left most tile.
let mut added_spawn = false;
@ -110,8 +149,7 @@ fn gen_maze() -> Result<()> {
if tile.id == 0 && !added_spawn {
*tile = GameTile::new(TILE_SPAWN, TileFlags::empty());
added_spawn = true;
}
else if tile.id == 0 && added_spawn {
} else if tile.id == 0 && added_spawn {
*tile = GameTile::new(TILE_START, TileFlags::empty());
break 'outerStart;
}
@ -130,13 +168,56 @@ fn gen_maze() -> Result<()> {
}
let game_layer = GameLayer {
tiles: CompressedData::Loaded(tiles)
tiles: CompressedData::Loaded(tiles),
};
let physics = map.physics_group_mut();
let mut physics = Group::physics();
physics.layers.push(Layer::Game(game_layer));
map.groups.push(physics);
map.save_file("server/maps/generated.map")?;
Ok(())
}
// Creates the sky quad from the editor.
fn quads_sky() -> Group {
let mut quads_group = Group::default();
let mut quads_layer = QuadsLayer::default();
quads_group.parallax_x = 0;
quads_group.parallax_y = 0;
let mut quad = Quad::new(1600, 800);
dbg!(&quad);
quad.colors = [
Color {
r: 94,
g: 206,
b: 174,
a: 255,
},
Color {
r: 94,
g: 206,
b: 174,
a: 255,
},
Color {
r: 204,
g: 232,
b: 255,
a: 255,
},
Color {
r: 204,
g: 232,
b: 255,
a: 255,
},
];
quads_layer.quads.push(quad);
quads_group.layers.push(Layer::Quads(quads_layer));
quads_group
}