added basic rooms and corridors
This commit is contained in:
+134
-15
@@ -1,5 +1,8 @@
|
||||
mod layout;
|
||||
|
||||
use eframe::egui;
|
||||
use egui::{Color32, Stroke};
|
||||
use layout::{DungeonLayout, generate_layout};
|
||||
|
||||
fn main() -> eframe::Result<()> {
|
||||
let options = eframe::NativeOptions::default();
|
||||
@@ -14,16 +17,33 @@ fn main() -> eframe::Result<()> {
|
||||
struct DungeonApp {
|
||||
cols: usize,
|
||||
rows: usize,
|
||||
room_count: usize,
|
||||
seed: u64,
|
||||
layout: DungeonLayout,
|
||||
}
|
||||
|
||||
impl Default for DungeonApp {
|
||||
fn default() -> Self {
|
||||
Self { cols: 12, rows: 8 }
|
||||
let cols = 24;
|
||||
let rows = 18;
|
||||
let room_count = 8;
|
||||
let seed = 1;
|
||||
let layout = generate_layout(cols, rows, room_count, seed);
|
||||
|
||||
Self {
|
||||
cols,
|
||||
rows,
|
||||
room_count,
|
||||
seed,
|
||||
layout,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl eframe::App for DungeonApp {
|
||||
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
|
||||
let mut settings_changed = false;
|
||||
|
||||
egui::SidePanel::left("options_panel")
|
||||
.resizable(true)
|
||||
.min_width(180.0)
|
||||
@@ -35,36 +55,77 @@ impl eframe::App for DungeonApp {
|
||||
|
||||
ui.label("Columns");
|
||||
ui.horizontal(|ui| {
|
||||
ui.add(egui::Slider::new(&mut self.cols, 2..=100).show_value(false));
|
||||
ui.add(
|
||||
egui::DragValue::new(&mut self.cols)
|
||||
.speed(1.0)
|
||||
.range(2..=500),
|
||||
);
|
||||
settings_changed |= ui
|
||||
.add(egui::Slider::new(&mut self.cols, 6..=100).show_value(false))
|
||||
.changed();
|
||||
settings_changed |= ui
|
||||
.add(
|
||||
egui::DragValue::new(&mut self.cols)
|
||||
.speed(1.0)
|
||||
.range(2..=500),
|
||||
)
|
||||
.changed();
|
||||
});
|
||||
|
||||
ui.add_space(8.0);
|
||||
ui.label("Rows");
|
||||
ui.horizontal(|ui| {
|
||||
ui.add(egui::Slider::new(&mut self.rows, 2..=100).show_value(false));
|
||||
ui.add(
|
||||
egui::DragValue::new(&mut self.rows)
|
||||
.speed(1.0)
|
||||
.range(2..=500),
|
||||
);
|
||||
settings_changed |= ui
|
||||
.add(egui::Slider::new(&mut self.rows, 6..=100).show_value(false))
|
||||
.changed();
|
||||
settings_changed |= ui
|
||||
.add(
|
||||
egui::DragValue::new(&mut self.rows)
|
||||
.speed(1.0)
|
||||
.range(2..=500),
|
||||
)
|
||||
.changed();
|
||||
});
|
||||
|
||||
ui.add_space(12.0);
|
||||
ui.heading("Dungeon");
|
||||
ui.add_space(8.0);
|
||||
ui.label("Room Count");
|
||||
ui.horizontal(|ui| {
|
||||
settings_changed |= ui
|
||||
.add(egui::Slider::new(&mut self.room_count, 1..=40).show_value(false))
|
||||
.changed();
|
||||
settings_changed |= ui
|
||||
.add(
|
||||
egui::DragValue::new(&mut self.room_count)
|
||||
.speed(1.0)
|
||||
.range(1..=200),
|
||||
)
|
||||
.changed();
|
||||
});
|
||||
|
||||
ui.add_space(10.0);
|
||||
if ui.button("Generate New Layout").clicked() {
|
||||
self.seed = self.seed.wrapping_add(1);
|
||||
self.layout = generate_layout(self.cols, self.rows, self.room_count, self.seed);
|
||||
}
|
||||
});
|
||||
|
||||
if settings_changed {
|
||||
self.layout = generate_layout(self.cols, self.rows, self.room_count, self.seed);
|
||||
}
|
||||
|
||||
egui::CentralPanel::default().show(ctx, |ui| {
|
||||
let available = ui.available_size_before_wrap();
|
||||
let (response, painter) = ui.allocate_painter(available, egui::Sense::hover());
|
||||
let canvas = response.rect.shrink(12.0);
|
||||
draw_grid(&painter, canvas, self.cols, self.rows);
|
||||
let geometry = draw_grid(&painter, canvas, self.cols, self.rows);
|
||||
draw_layout(&painter, &geometry, &self.layout);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) {
|
||||
struct GridGeometry {
|
||||
rect: egui::Rect,
|
||||
cell_size: f32,
|
||||
}
|
||||
|
||||
fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) -> GridGeometry {
|
||||
let cols = cols.max(1);
|
||||
let rows = rows.max(1);
|
||||
|
||||
@@ -104,4 +165,62 @@ fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize
|
||||
stroke,
|
||||
);
|
||||
}
|
||||
|
||||
GridGeometry {
|
||||
rect: grid_rect,
|
||||
cell_size,
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_layout(painter: &egui::Painter, geometry: &GridGeometry, layout: &DungeonLayout) {
|
||||
let room_fill = Color32::from_rgb(70, 120, 160);
|
||||
let room_stroke = Stroke::new(1.0, Color32::from_rgb(35, 65, 95));
|
||||
let corridor_fill = Color32::from_rgb(210, 190, 120);
|
||||
|
||||
for corridor in &layout.corridors {
|
||||
for (col, row) in corridor_cells(corridor.from, corridor.to) {
|
||||
let cell_rect = cell_rect(geometry, col, row);
|
||||
painter.rect_filled(cell_rect, 0.0, corridor_fill);
|
||||
}
|
||||
}
|
||||
|
||||
for room in &layout.rooms {
|
||||
let left = geometry.rect.left() + room.x as f32 * geometry.cell_size;
|
||||
let top = geometry.rect.top() + room.y as f32 * geometry.cell_size;
|
||||
let right = left + room.width as f32 * geometry.cell_size;
|
||||
let bottom = top + room.height as f32 * geometry.cell_size;
|
||||
let room_rect = egui::Rect::from_min_max(egui::pos2(left, top), egui::pos2(right, bottom));
|
||||
|
||||
painter.rect_filled(room_rect, 0.0, room_fill);
|
||||
painter.rect_stroke(room_rect, 0.0, room_stroke, egui::StrokeKind::Middle);
|
||||
}
|
||||
}
|
||||
|
||||
fn corridor_cells(from: (usize, usize), to: (usize, usize)) -> Vec<(usize, usize)> {
|
||||
let mut cells = Vec::new();
|
||||
if from.0 == to.0 {
|
||||
let x = from.0;
|
||||
let start = from.1.min(to.1);
|
||||
let end = from.1.max(to.1);
|
||||
for y in start..=end {
|
||||
cells.push((x, y));
|
||||
}
|
||||
} else if from.1 == to.1 {
|
||||
let y = from.1;
|
||||
let start = from.0.min(to.0);
|
||||
let end = from.0.max(to.0);
|
||||
for x in start..=end {
|
||||
cells.push((x, y));
|
||||
}
|
||||
}
|
||||
cells
|
||||
}
|
||||
|
||||
fn cell_rect(geometry: &GridGeometry, col: usize, row: usize) -> egui::Rect {
|
||||
let left = geometry.rect.left() + col as f32 * geometry.cell_size;
|
||||
let top = geometry.rect.top() + row as f32 * geometry.cell_size;
|
||||
egui::Rect::from_min_size(
|
||||
egui::pos2(left, top),
|
||||
egui::vec2(geometry.cell_size, geometry.cell_size),
|
||||
)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user