Dungeon building blocks

This commit is contained in:
Michael Smith 2021-10-23 00:29:39 +02:00
parent 57bdd8de1e
commit f5b9c3d257

View File

@ -3,14 +3,15 @@
#![allow(unused_mut)] #![allow(unused_mut)]
#![allow(dead_code)] #![allow(dead_code)]
use std::cmp;
use tcod::colors::*; use tcod::colors::*;
use tcod::console::*; use tcod::console::*;
const MAP_WIDTH: i32 = 80;
const MAP_HEIGHT: i32 = 45;
const SCREEN_WIDTH: i32 = 80; const SCREEN_WIDTH: i32 = 80;
const SCREEN_HEIGHT: i32 = 50; const SCREEN_HEIGHT: i32 = 50;
const FPS: i32 = 20; const FPS: i32 = 20;
const MAP_WIDTH: i32 = 80;
const MAP_HEIGHT: i32 = 45;
const COLOR_DARK_WALL: Color = Color { r: 0, g: 0, b: 100 }; const COLOR_DARK_WALL: Color = Color { r: 0, g: 0, b: 100 };
const COLOR_DARK_GROUND: Color = Color { const COLOR_DARK_GROUND: Color = Color {
r: 50, r: 50,
@ -23,6 +24,7 @@ struct Tcod {
con: Offscreen, con: Offscreen,
} }
#[derive(Debug)]
struct Object { struct Object {
x: i32, x: i32,
y: i32, y: i32,
@ -35,11 +37,13 @@ impl Object {
Object { x, y, char, color } Object { x, y, char, color }
} }
// Move by given amount // Move by given amount, if the destination is not blocked
pub fn move_by(&mut self, dx: i32, dy: i32) { pub fn move_by(&mut self, dx: i32, dy: i32, game: &Game) {
if !game.map[(self.x + dx) as usize][(self.y + dy) as usize].blocked {
self.x += dx; self.x += dx;
self.y += dy; self.y += dy;
} }
}
// Set the color and then draw the character that represents this object at its position // Set the color and then draw the character that represents this object at its position
pub fn draw(&self, con: &mut dyn Console) { pub fn draw(&self, con: &mut dyn Console) {
@ -70,11 +74,36 @@ impl Tile {
} }
} }
fn handle_keys(tcod: &mut Tcod, player: &mut Object) -> bool { type Map = Vec<Vec<Tile>>;
struct Game {
map: Map,
}
// A rectangle on the map, used to characterise a room.
#[derive(Clone, Copy, Debug)]
struct Rect {
x1: i32,
y1: i32,
x2: i32,
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,
}
}
}
fn handle_keys(tcod: &mut Tcod, game: &Game, player: &mut Object) -> bool {
use tcod::input::Key; use tcod::input::Key;
use tcod::input::KeyCode::*; use tcod::input::KeyCode::*;
// todo: handle keys
let key = tcod.root.wait_for_keypress(true); let key = tcod.root.wait_for_keypress(true);
match key { match key {
Key { Key {
@ -88,16 +117,86 @@ fn handle_keys(tcod: &mut Tcod, player: &mut Object) -> bool {
} }
Key { code: Escape, .. } => return true, // exit game Key { code: Escape, .. } => return true, // exit game
Key { code: Up, .. } => player.move_by(0, -1), Key { code: Up, .. } => player.move_by(0, -1, game),
Key { code: Down, .. } => player.move_by(0, 1), Key { code: Down, .. } => player.move_by(0, 1, game),
Key { code: Left, .. } => player.move_by(-1, 0), Key { code: Left, .. } => player.move_by(-1, 0, game),
Key { code: Right, .. } => player.move_by(1, 0), Key { code: Right, .. } => player.move_by(1, 0, game),
_ => {} _ => {}
} }
false false
} }
fn make_map() -> Map {
// Fill the map with unblocked tiles
let mut map = vec![vec![Tile::wall(); MAP_HEIGHT as usize]; MAP_WIDTH as usize];
// Create two rooms
let room1 = Rect::new(20, 15, 10, 15);
let room2 = Rect::new(50, 15, 10, 15);
create_room(room1, &mut map);
create_room(room2, &mut map);
create_h_tunnel(25, 55, 23, &mut map);
map
}
fn create_room(room: Rect, map: &mut Map) {
// Go through the tiles in the rectangle and make them passable
for x in (room.x1 + 1)..room.x2 {
for y in (room.y1 + 1)..room.y2 {
map[x as usize][y as usize] = Tile::empty();
}
}
}
fn create_h_tunnel(x1: i32, x2: i32, y: i32, map: &mut Map) {
// Horizontal tunnel. `min()` and `max()` are used in case
// `x1 > x2`
for x in cmp::min(x1, x2)..(cmp::max(x1, x2) + 1) {
map[x as usize][y as usize] = Tile::empty();
}
}
fn create_v_tunnel(y1: i32, y2: i32, x: i32, map: &mut Map) {
// Vertical tunnel
for y in cmp::min(y1, y2)..(cmp::max(y1, y2) + 1) {
map[x as usize][y as usize] = Tile::empty();
}
}
fn render_all(tcod: &mut Tcod, game: &Game, objects: &[Object]) {
// Draw all objects in the list
for object in objects {
object.draw(&mut tcod.con);
}
// Go through all tiles and set their background color
for y in 0..MAP_HEIGHT {
for x in 0..MAP_WIDTH {
let wall = game.map[x as usize][y as usize].block_sight;
if wall {
tcod.con
.set_char_background(x, y, COLOR_DARK_WALL, BackgroundFlag::Set);
} else {
tcod.con
.set_char_background(x, y, COLOR_DARK_GROUND, BackgroundFlag::Set)
}
}
}
// Blit contents of "con" to the root console
blit(
&tcod.con,
(0, 0),
(MAP_WIDTH, MAP_HEIGHT),
&mut tcod.root,
(0, 0),
1.0,
1.0,
);
}
fn main() { fn main() {
tcod::system::set_fps(FPS); tcod::system::set_fps(FPS);
@ -108,12 +207,12 @@ fn main() {
.title("Rust/libtcod tutorial") .title("Rust/libtcod tutorial")
.init(); .init();
let con = Offscreen::new(SCREEN_WIDTH, SCREEN_HEIGHT); let con = Offscreen::new(MAP_WIDTH, MAP_HEIGHT);
let mut tcod = Tcod { root, con }; let mut tcod = Tcod { root, con };
// Create player object // Create player object
let player = Object::new(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, '@', WHITE); let player = Object::new(25, 23, '@', WHITE);
// // Create an NPC // // Create an NPC
let npc = Object::new(SCREEN_WIDTH / 2 - 5, SCREEN_HEIGHT / 2, '@', YELLOW); let npc = Object::new(SCREEN_WIDTH / 2 - 5, SCREEN_HEIGHT / 2, '@', YELLOW);
@ -121,6 +220,11 @@ fn main() {
// List of objects in the world // List of objects in the world
let mut objects = [player, npc]; let mut objects = [player, npc];
let game = Game {
// Generate map
map: make_map(),
};
while !tcod.root.window_closed() { while !tcod.root.window_closed() {
tcod.con.clear(); tcod.con.clear();
@ -128,19 +232,11 @@ fn main() {
object.draw(&mut tcod.con) object.draw(&mut tcod.con)
} }
blit( render_all(&mut tcod, &game, &objects);
&tcod.con,
(0, 0),
(SCREEN_WIDTH, SCREEN_HEIGHT),
&mut tcod.root,
(0, 0),
1.0,
1.0,
);
tcod.root.flush(); tcod.root.flush();
let player = &mut objects[0]; let player = &mut objects[0];
let exit = handle_keys(&mut tcod, player); let exit = handle_keys(&mut tcod, &game, player);
if exit { if exit {
break; break;
} }