use rltk::{ RGB, Rltk}; use super::{Rect}; use std::cmp::{max, min}; #[derive(PartialEq, Copy, Clone)] pub enum TileType { Wall, Floor } pub fn xy_idx(x: i32, y: i32) -> usize { (y as usize * 80) + x as usize } /// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't /// look awful. pub fn new_map_test() -> Vec { let mut map = vec![TileType::Floor; 80*50]; // Make the boundaries walls for x in 0..80 { map[xy_idx(x, 0)] = TileType::Wall; map[xy_idx(x, 49)] = TileType::Wall; } for y in 0..50 { map[xy_idx(0, y)] = TileType::Wall; map[xy_idx(79, y)] = TileType::Wall; } // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration. // First, obtain the thread-local RNG: let mut rng = rltk::RandomNumberGenerator::new(); for _i in 0..400 { let x = rng.roll_dice(1, 79); let y = rng.roll_dice(1, 49); let idx = xy_idx(x, y); if idx != xy_idx(40, 25) { map[idx] = TileType::Wall; } } return map } pub fn new_map_rooms_and_corridors() -> Vec { let mut map = vec![TileType::Wall; 80*50]; let room1 = Rect::new(20, 15, 10, 15); let room2 = Rect::new(35, 15, 10, 15); apply_room_to_map(&room1, &mut map); apply_room_to_map(&room2, &mut map); map } fn apply_room_to_map(room : &Rect, map: &mut [TileType]) { for y in room.y1 +1 ..= room.y2 { for x in room.x1 + 1 ..= room.x2 { map[xy_idx(x, y)] = TileType::Floor; } } } pub fn draw_map(map: &[TileType], ctx : &mut Rltk) { let mut y = 0; let mut x = 0; for tile in map.iter() { // Render a tile depending upon the tile type match tile { TileType::Floor => { ctx.set(x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.')); } TileType::Wall => { ctx.set(x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#')); } } // Move the coordinates x += 1; if x > 79 { x = 0; y += 1; } } }