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roguelike-game/src/map.rs

78 lines
1.8 KiB
Rust

use rltk::{ RGB, Rltk, RandomNumberGenerator };
// use super::{Rect};
use std::cmp::{min, max};
#[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
}
pub fn new_map() -> Vec<TileType> {
let mut map = vec![TileType::Floor; 80 * 50];
// Make the boundary 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 randomly add a bunch of walls.
// First get the random number generator
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;
}
}
map
}
pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
for tile in map.iter() {
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 to the next set of coordinates
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
}