Add new theme for forest map
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0e9de911ce
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e475a91c19
@ -1,7 +1,8 @@
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use ::rltk::{Point, Rltk, RGB};
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use ::specs::prelude::*;
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use crate::{Hidden, Map, Position, Renderable, TileType};
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use crate::map::tile_glyph;
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use crate::{Hidden, Map, Position, Renderable};
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const SHOW_BOUNDARIES: bool = false;
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@ -37,7 +38,7 @@ pub fn render_camera(ecs: &World, ctx: &mut Rltk) {
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if tx > 0 && tx < map_width && ty > 0 && ty < map_height {
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let idx = map.xy_idx(tx, ty);
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if map.revealed_tiles[idx] {
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let (glyph, fg, bg) = get_tile_glyph(idx, &*map);
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let (glyph, fg, bg) = tile_glyph(idx, &*map);
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ctx.set(x, y, fg, bg, glyph);
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}
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} else if SHOW_BOUNDARIES {
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@ -109,7 +110,7 @@ pub fn render_debug_map(map: &Map, ctx: &mut Rltk) {
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if tx > 0 && tx < map_width && ty > 0 && ty < map_height {
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let idx = map.xy_idx(tx, ty);
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if map.revealed_tiles[idx] {
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let (glyph, fg, bg) = get_tile_glyph(idx, &*map);
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let (glyph, fg, bg) = tile_glyph(idx, &*map);
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ctx.set(x, y, fg, bg, glyph);
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}
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} else if SHOW_BOUNDARIES {
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@ -126,83 +127,3 @@ pub fn render_debug_map(map: &Map, ctx: &mut Rltk) {
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y += 1;
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}
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}
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fn get_tile_glyph(idx: usize, map: &Map) -> (rltk::FontCharType, RGB, RGB) {
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let mut bg = RGB::from_f32(0., 0., 0.);
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let (glyph, mut fg) = match map.tiles[idx] {
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TileType::Floor => (rltk::to_cp437('.'), RGB::from_f32(0., 0.5, 0.5)),
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TileType::WoodFloor => (rltk::to_cp437('.'), RGB::named(rltk::CHOCOLATE)),
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TileType::Wall => {
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let x = idx as i32 % map.width;
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let y = idx as i32 / map.width;
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(wall_glyph(&*map, x, y), RGB::from_f32(0., 1.0, 0.))
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}
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TileType::DownStairs => (rltk::to_cp437('>'), RGB::from_f32(0., 1.0, 1.0)),
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TileType::Bridge => (rltk::to_cp437('.'), RGB::named(rltk::CHOCOLATE)),
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TileType::Road => (rltk::to_cp437('~'), RGB::named(rltk::GRAY)),
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TileType::Grass => (rltk::to_cp437('"'), RGB::named(rltk::GREEN)),
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TileType::ShallowWater => (rltk::to_cp437('≈'), RGB::named(rltk::CYAN)),
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TileType::DeepWater => (rltk::to_cp437('≈'), RGB::named(rltk::NAVY_BLUE)),
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TileType::Gravel => (rltk::to_cp437(';'), RGB::named(rltk::GRAY)),
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};
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if map.bloodstains.contains(&idx) {
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bg = RGB::from_f32(0.75, 0., 0.);
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}
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if !map.visible_tiles[idx] {
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fg = fg.to_greyscale();
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// Don't show bloodstains out of visual range
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bg = RGB::from_f32(0., 0., 0.);
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}
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(glyph, fg, bg)
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}
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fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType {
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if x < 1 || x > map.width - 2 || y < 1 || y > map.height - 2 {
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return 35;
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}
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let mut mask = 0u8;
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if is_revealed_and_wall(map, x, y - 1) {
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mask += 1;
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}
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if is_revealed_and_wall(map, x, y + 1) {
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mask += 2;
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}
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if is_revealed_and_wall(map, x - 1, y) {
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mask += 4;
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}
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if is_revealed_and_wall(map, x + 1, y) {
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mask += 8;
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}
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match mask {
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0 => 9, // Pillar because we can't see neighbors
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1 => 186, // Wall only to the north
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2 => 186, // Wall only to the south
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3 => 186, // Wall to the north and south
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4 => 205, // Wall only to the west
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5 => 188, // Wall to the north and west
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6 => 187, // Wall to the south and west
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7 => 185, // Wall to the north, south, and west
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8 => 205, // Wall only to the east
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9 => 200, // Wall to the north and east
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10 => 201, // Wall to the sound and east
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11 => 204, // Wall to the north, south, and east
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12 => 205, // Wall to the east and west
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13 => 202, // Wall to the east, west, and south
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14 => 203, // Wall to the east, west, and north
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15 => 206, // ╬ Wall on all sides
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_ => 35, // We missed one?
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}
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}
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fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool {
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let idx = map.xy_idx(x, y);
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map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx]
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}
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@ -1,3 +1,4 @@
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mod themes;
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mod tiletype;
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use std::collections::HashSet;
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@ -5,6 +6,7 @@ use std::collections::HashSet;
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use ::rltk::{Algorithm2D, BaseMap, Point, SmallVec};
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use ::serde::{Deserialize, Serialize};
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use ::specs::prelude::*;
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pub use themes::*;
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pub use tiletype::{tile_opaque, tile_walkable, TileType};
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use crate::map::tiletype::tile_cost;
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121
src/map/themes.rs
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121
src/map/themes.rs
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@ -0,0 +1,121 @@
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use ::rltk::{FontCharType, RGB};
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use super::{Map, TileType};
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pub fn tile_glyph(idx: usize, map: &Map) -> (FontCharType, RGB, RGB) {
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let (glyph, mut fg, mut bg) = match map.depth {
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2 => get_forest_glyph(idx, map),
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_ => get_tile_glyph_default(idx, map),
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};
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if map.bloodstains.contains(&idx) {
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bg = RGB::from_f32(0.7, 0., 0.);
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}
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if !map.visible_tiles[idx] {
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fg = fg.to_greyscale();
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bg = RGB::from_f32(0., 0., 0.);
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}
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(glyph, fg, bg)
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}
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fn get_forest_glyph(idx: usize, map: &Map) -> (FontCharType, RGB, RGB) {
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use rltk::to_cp437;
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let bg = RGB::from_f32(0., 0., 0.);
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let (glyph, fg) = match map.tiles[idx] {
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TileType::Wall => (to_cp437('♣'), RGB::from_f32(0.0, 0.6, 0.0)),
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TileType::Bridge => (to_cp437('.'), RGB::named(rltk::CHOCOLATE)),
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TileType::Road => (to_cp437('≡'), RGB::named(rltk::YELLOW)),
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TileType::Grass => (to_cp437('"'), RGB::named(rltk::GREEN)),
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TileType::ShallowWater => (to_cp437('~'), RGB::named(rltk::CYAN)),
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TileType::DeepWater => (to_cp437('~'), RGB::named(rltk::BLUE)),
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TileType::Gravel => (to_cp437(';'), RGB::from_f32(0.5, 0.5, 0.5)),
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TileType::DownStairs => (to_cp437('>'), RGB::from_f32(0., 1.0, 1.0)),
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_ => (to_cp437('"'), RGB::from_f32(0.0, 0.6, 0.0)),
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};
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(glyph, fg, bg)
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}
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fn get_tile_glyph_default(idx: usize, map: &Map) -> (rltk::FontCharType, RGB, RGB) {
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let mut bg = RGB::from_f32(0., 0., 0.);
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let (glyph, mut fg) = match map.tiles[idx] {
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TileType::Floor => (rltk::to_cp437('.'), RGB::from_f32(0., 0.5, 0.5)),
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TileType::WoodFloor => (rltk::to_cp437('░'), RGB::named(rltk::CHOCOLATE)),
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TileType::Wall => {
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let x = idx as i32 % map.width;
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let y = idx as i32 / map.width;
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(wall_glyph(&*map, x, y), RGB::from_f32(0., 1.0, 0.))
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}
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TileType::DownStairs => (rltk::to_cp437('>'), RGB::from_f32(0., 1.0, 1.0)),
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TileType::Bridge => (rltk::to_cp437('.'), RGB::named(rltk::CHOCOLATE)),
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TileType::Road => (rltk::to_cp437('≡'), RGB::named(rltk::GRAY)),
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TileType::Grass => (rltk::to_cp437('"'), RGB::named(rltk::GREEN)),
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TileType::ShallowWater => (rltk::to_cp437('~'), RGB::named(rltk::CYAN)),
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TileType::DeepWater => (rltk::to_cp437('~'), RGB::named(rltk::NAVY_BLUE)),
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TileType::Gravel => (rltk::to_cp437(';'), RGB::named(rltk::GRAY)),
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};
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if map.bloodstains.contains(&idx) {
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bg = RGB::from_f32(0.75, 0., 0.);
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}
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if !map.visible_tiles[idx] {
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fg = fg.to_greyscale();
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// Don't show bloodstains out of visual range
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bg = RGB::from_f32(0., 0., 0.);
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}
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(glyph, fg, bg)
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}
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fn wall_glyph(map: &Map, x: i32, y: i32) -> FontCharType {
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if x < 1 || x > map.width - 2 || y < 1 || y > map.height - 2 {
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return 35;
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}
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let mut mask = 0u8;
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if is_revealed_and_wall(map, x, y - 1) {
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mask += 1;
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}
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if is_revealed_and_wall(map, x, y + 1) {
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mask += 2;
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}
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if is_revealed_and_wall(map, x - 1, y) {
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mask += 4;
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}
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if is_revealed_and_wall(map, x + 1, y) {
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mask += 8;
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}
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match mask {
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0 => 9, // Pillar because we can't see neighbors
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1 => 186, // Wall only to the north
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2 => 186, // Wall only to the south
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3 => 186, // Wall to the north and south
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4 => 205, // Wall only to the west
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5 => 188, // Wall to the north and west
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6 => 187, // Wall to the south and west
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7 => 185, // Wall to the north, south, and west
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8 => 205, // Wall only to the east
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9 => 200, // Wall to the north and east
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10 => 201, // Wall to the sound and east
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11 => 204, // Wall to the north, south, and east
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12 => 205, // Wall to the east and west
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13 => 202, // Wall to the east, west, and south
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14 => 203, // Wall to the east, west, and north
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15 => 206, // ╬ Wall on all sides
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_ => 35, // We missed one?
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}
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}
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fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool {
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let idx = map.xy_idx(x, y);
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map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx]
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}
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@ -8,6 +8,7 @@ mod distant_exit;
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mod dla;
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mod door_placement;
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mod drunkard;
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mod forest;
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mod maze;
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mod prefab_builder;
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mod room_based_spawner;
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@ -39,6 +40,7 @@ use distant_exit::DistantExit;
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use dla::DLABuilder;
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use door_placement::DoorPlacement;
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use drunkard::DrunkardsWalkBuilder;
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use forest::forest_builder;
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use maze::MazeBuilder;
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use prefab_builder::PrefabBuilder;
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use room_based_spawner::RoomBasedSpawner;
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@ -342,6 +344,7 @@ pub fn level_builder(
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rltk::console::log(format!("Depth: {}", new_depth));
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match new_depth {
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1 => town_builder(new_depth, rng, width, height),
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2 => forest_builder(new_depth, rng, width, height),
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_ => random_builder(new_depth, rng, width, height),
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}
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}
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26
src/map_builders/forest.rs
Normal file
26
src/map_builders/forest.rs
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use ::rltk::RandomNumberGenerator;
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use super::{
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AreaStartingPosition, BuilderChain, CellularAutomataBuilder, CullUnreachable, DistantExit,
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VoronoiSpawning, XStart, YStart,
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};
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pub fn forest_builder(
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new_depth: i32,
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_rng: &mut RandomNumberGenerator,
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width: i32,
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height: i32,
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) -> BuilderChain {
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let mut chain = BuilderChain::new(new_depth, width, height, "Into the Woods");
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chain
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.start_with(CellularAutomataBuilder::new())
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.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
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.with(CullUnreachable::new())
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.with(AreaStartingPosition::new(XStart::Left, YStart::Center));
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// Setup an exit and spawn mobs
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chain.with(VoronoiSpawning::new()).with(DistantExit::new());
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chain
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}
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@ -53,8 +53,10 @@ impl TownBuilder {
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let doors = self.add_doors(rng, build_data, &mut buildings, wall_gap_y);
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self.add_paths(build_data, &doors);
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let exit_idx = build_data.map.xy_idx(build_data.width - 5, wall_gap_y);
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build_data.map.tiles[exit_idx] = TileType::DownStairs;
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for y in wall_gap_y - 3..wall_gap_y + 4 {
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let exit_idx = build_data.map.xy_idx(build_data.width - 2, y);
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build_data.map.tiles[exit_idx] = TileType::DownStairs;
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}
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let building_size = self.sort_buildings(&buildings);
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self.building_factory(rng, build_data, &buildings, &building_size);
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