free-rusty-maker/src/engine/map/mod.rs

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use sfml::system::Vector2;
use sfml::graphics::IntRect;
use engine::texture::Texture;
use engine::renderer::Drawable;
use engine::math::Matrix;
/// This struct represents the different type of tiles that can exist in our maps.
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#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum CollisionTile {
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/// A tile that contains nothing.
Empty,
/// A solid tile.
Solid
}
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impl CollisionTile {
/// Creates a tile from a u8.
pub fn from_u8(id: u8) -> Option<CollisionTile> {
match id {
0 => Some(CollisionTile::Empty),
1 => Some(CollisionTile::Solid),
_ => None,
}
}
}
/// This struct represents a renderable tile linking to its part in the tileset texture.
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum GraphicTile {
/// There is nothing to draw.
Hidden,
/// Top left corner of a solid tile.
TopLeft,
/// Top of a solid tile.
Top,
/// Top right corner of a solid tile.
TopRight,
/// Left of a solid tile.
Left,
/// Center of a solid tile.
Center,
/// Right of a solid tile.
Right,
/// Bottom left corner of a solid tile.
BottomLeft,
/// Bottom of a solid tile.
Bottom,
/// Bottom right corner of a solid tile.
BottomRight,
}
impl GraphicTile {
/// Checks if a graphic tile has a top border.
pub fn is_top(&self) -> bool {
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match *self {
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GraphicTile::TopLeft | GraphicTile::Top | GraphicTile::TopRight => true,
_ => false,
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}
}
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/// Checks if a graphic tile has a left border.
pub fn is_left(&self) -> bool {
match *self {
GraphicTile::TopLeft | GraphicTile::Left | GraphicTile::BottomLeft => true,
_ => false,
}
}
/// Checks if a graphic tile has a right border.
pub fn is_right(&self) -> bool {
match *self {
GraphicTile::TopRight | GraphicTile::Right | GraphicTile::BottomRight => true,
_ => false,
}
}
/// Checks if a graphic tile has a bottom border.
pub fn is_bottom(&self) -> bool {
match *self {
GraphicTile::BottomLeft | GraphicTile::Bottom | GraphicTile::BottomRight => true,
_ => false,
}
}
/// Creates a vec containing all the non hidden graphic tiles.
pub fn all() -> Vec<GraphicTile> {
vec![
GraphicTile::TopLeft,
GraphicTile::Top,
GraphicTile::TopRight,
GraphicTile::Left,
GraphicTile::Center,
GraphicTile::Right,
GraphicTile::BottomLeft,
GraphicTile::Bottom,
GraphicTile::BottomRight,
]
}
/// Creates the correct graphic tile depending on the neighbours.
///
/// A none will be considered solid.
pub fn from_neighbour_options(
top: Option<CollisionTile>,
left: Option<CollisionTile>,
right: Option<CollisionTile>,
bottom: Option<CollisionTile>) -> GraphicTile {
GraphicTile::from_neighbours(
top.unwrap_or(CollisionTile::Solid),
left.unwrap_or(CollisionTile::Solid),
right.unwrap_or(CollisionTile::Solid),
bottom.unwrap_or(CollisionTile::Solid),
)
}
/// Creates the correct graphic tile depending on the neighbours.
pub fn from_neighbours(
top: CollisionTile,
left: CollisionTile,
right: CollisionTile,
bottom: CollisionTile) -> GraphicTile {
let mut all = GraphicTile::all()
.into_iter()
.map(|x| (x, true))
.collect::<Vec<_>>();
for (ref mut tile, ref mut possible) in &mut all {
if tile.is_top() == (top == CollisionTile::Solid) {
*possible = false;
}
if tile.is_left() == (left == CollisionTile::Solid) {
*possible = false;
}
if tile.is_right() == (right == CollisionTile::Solid) {
*possible = false;
}
if tile.is_bottom() == (bottom == CollisionTile::Solid) {
*possible = false;
}
}
for (tile, possible) in all {
if possible {
return tile;
}
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}
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panic!("Did not find a tile, implementation error");
}
/// Returns the offset to the corresponding graphic tile in the texture.
pub fn offset(&self) -> (i32, i32) {
let vertical = match *self {
GraphicTile::TopLeft | GraphicTile::Top | GraphicTile::TopRight => 0,
GraphicTile::Left | GraphicTile::Center | GraphicTile::Right => 16,
GraphicTile::BottomLeft | GraphicTile::Bottom | GraphicTile::BottomRight => 32,
_ => 0,
};
let horizontal = match *self {
GraphicTile::TopLeft | GraphicTile::Left | GraphicTile::BottomLeft => 0,
GraphicTile::Top | GraphicTile::Center | GraphicTile::Bottom => 16,
GraphicTile::TopRight | GraphicTile::Right | GraphicTile::BottomRight => 32,
_ => 0,
};
// (horizontal, vertical)
(vertical, horizontal)
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}
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}
/// A tile and its position.
pub struct PositionedTile {
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/// The graphic representation of the positioned tile.
pub graphic: GraphicTile,
/// The collision representation of the positioned tile.
pub collision: CollisionTile,
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/// The position of the positioned tile.
pub position: (f32, f32),
}
impl Drawable for PositionedTile {
fn texture(&self) -> Texture {
Texture::Overworld
}
fn texture_rect(&self) -> IntRect {
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let offset = self.graphic.offset();
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IntRect::new(offset.0, offset.1, 16, 16)
}
fn position(&self) -> Vector2<f32> {
self.position.into()
}
}
/// The map represents the tiles contained in a level.
pub struct Map {
/// The tiles contained in the level.
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tiles: Matrix<(CollisionTile, GraphicTile)>,
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}
impl Map {
/// Creates a map full of nothing, with a ground at the bottom.
pub fn new(rows: usize, cols: usize) -> Map {
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let mut tiles = Matrix::from_size(rows, cols, CollisionTile::Empty);
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let rows = tiles.rows();
for i in 0 .. tiles.cols() {
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tiles[(rows - 1, i)] = CollisionTile::Solid;
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}
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tiles[(25, 12)] = CollisionTile::Solid;
tiles[(25, 13)] = CollisionTile::Solid;
tiles[(25, 14)] = CollisionTile::Solid;
tiles[(25, 15)] = CollisionTile::Solid;
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Map::from_collision_tiles(tiles)
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}
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/// Creates a map from a txt file.
pub fn from_str(text: &str) -> Result<Map, ()> {
let split = text.split('\n').collect::<Vec<_>>();
// First two usize are the size of the map
let size = split[0]
.split_whitespace()
.map(|x| x.parse::<usize>().unwrap())
.collect::<Vec<_>>();
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let mut tiles = Matrix::from_size(size[0], size[1], CollisionTile::Empty);
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for (row, line) in split.iter().skip(1).enumerate() {
for (col, tile) in line.split_whitespace().enumerate() {
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tiles[(row, col)] = CollisionTile::from_u8(tile.parse::<u8>().unwrap()).unwrap();
}
}
Ok(Map::from_collision_tiles(tiles))
}
/// Creates a map from its tiles.
pub fn from_collision_tiles(tiles: Matrix<CollisionTile>) -> Map {
let rows = tiles.rows();
let cols = tiles.cols();
let mut matrix = Matrix::from_size(rows, cols,
(CollisionTile::Empty, GraphicTile::Hidden)
);
for i in 0 .. rows {
for j in 0 .. cols {
let graphic = if tiles[(i, j)] == CollisionTile::Solid {
// TODO This is uggly
// If there is an overflow, we should give None instead
let (i, j) = (i as isize, j as isize);
GraphicTile::from_neighbour_options(
tiles.get(((i ) as usize, (j-1) as usize)).map(|x| *x),
tiles.get(((i-1) as usize, (j ) as usize)).map(|x| *x),
tiles.get(((i+1) as usize, (j ) as usize)).map(|x| *x),
tiles.get(((i ) as usize, (j+1) as usize)).map(|x| *x),
)
} else {
GraphicTile::Hidden
};
matrix[(i, j)] = (tiles[(i, j)], graphic);
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}
}
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Map {
tiles: matrix,
}
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}
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/// Returns an iterator to the positioned tiles.
pub fn at(&self, row: usize, col: usize) -> PositionedTile {
PositionedTile {
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collision: self.tiles[(row, col)].0,
graphic: self.tiles[(row, col)].1,
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position: (col as f32 * 16.0, row as f32 * 16.0),
}
}
/// Returns the number of rows of the map.
pub fn rows(&self) -> usize {
self.tiles.rows()
}
/// Returns the number of columns of the map.
pub fn cols(&self) -> usize {
self.tiles.cols()
}
/// Checks whether the vector (old, new) collides with an element of the map.
///
/// Returns the height of the collision if any.
pub fn collides(&self, old: Vector2<f32>, new: Vector2<f32>) -> Option<f32> {
let height = new.y - old.y;
let mut y = (old.y / 16.0).ceil() * 16.0;
while y < new.y {
let current_height = y - old.y;
let x = old.x + (new.x - old.x) * current_height / height;
// Find tile on x, y
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if x > 0.0 && y > 0.0 {
let row = (y / 16.0) as usize + 2;
let col = (x / 16.0) as usize + 1;
if let Some((CollisionTile::Solid, _)) = self.tiles.get((row, col)) {
return Some(y);
}
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}
y += 16.0;
}
None
}
}