Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
L
LARUTAN
Project
Project
Details
Activity
Releases
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Benjamin REED
LARUTAN
Commits
7eb34cf0
Commit
7eb34cf0
authored
Nov 06, 2024
by
Benjamin REED
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
room gen prototype, not yet integrated into the game, is not veeerry stable
parent
02a78305
Changes
2
Show whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
220 additions
and
0 deletions
+220
-0
main.c3
src/main.c3
+4
-0
room_generation.c3
src/room_generation.c3
+216
-0
No files found.
src/main.c3
View file @
7eb34cf0
...
@@ -9,6 +9,7 @@ import std::collections::list;
...
@@ -9,6 +9,7 @@ import std::collections::list;
import raylib;
import raylib;
import rendering;
import rendering;
import math;
import math;
import room_gen;
def SpriteList = List(<Sprite*>);
def SpriteList = List(<Sprite*>);
def EntityList = List(<Entity>);
def EntityList = List(<Entity>);
...
@@ -461,6 +462,9 @@ fn void player_attack(World* world, EntityList* ents, Player* player, bool altfi
...
@@ -461,6 +462,9 @@ fn void player_attack(World* world, EntityList* ents, Player* player, bool altfi
}
}
fn int main() {
fn int main() {
// FIXME: prototype
room_gen::generate_rooms();
raylib::init_window(WINDOW_WIDTH, WINDOW_HEIGHT, "hello from c3");
raylib::init_window(WINDOW_WIDTH, WINDOW_HEIGHT, "hello from c3");
defer raylib::close_window();
defer raylib::close_window();
...
...
src/room_generation.c3
0 → 100755
View file @
7eb34cf0
module room_gen;
import std::io;
import std::core::mem;
import std::math;
import libc;
const int GRID_WIDTH = 4;
const int GRID_HEIGHT = 4;
const int DISPLAY_WIDTH = 50;
const int DISPLAY_HEIGHT = 50;
const short LEFT = 0b0001;
const short RIGHT = 0b0010;
const short UP = 0b0100;
const short DOWN = 0b1000;
def IVec = int[<2>];
def GridCell = short;
fn IVec[4] GridCell.get_doors(GridCell this) {
IVec[4] doors;
if (this & LEFT != 0) { // LEFT
doors[0] = {-1, 0};
}
if (this & RIGHT != 0) { // RIGHT
doors[1] = {1, 0};
}
if (this & UP != 0) { // UP
doors[2] = {0, -1};
}
if (this & DOWN != 0) { // DOWN
doors[3] = {0, 1};
}
return doors;
}
fn void print_grid(GridCell* grid) {
for (int i = 0; i < GRID_HEIGHT; i++) {
for (int j = 0; j < GRID_WIDTH; j++) {
char ch = 48; // ascii index of '0'
ch += (char)count_bits(grid[i * GRID_WIDTH + j]); // display the number of doors this cell has
io::printf("%c", ch);
}
io::printn("");
}
}
fn int count_bits(int x){
int y = 0;
while(x){
y += x & 1 ;
x = x >> 1 ;
}
return y;
}
fn usz idx(int x, int y) {
return((usz)y * (usz)GRID_WIDTH + (usz)x);
}
fn bool in_bounds(int x, int y) {
return( x >= 0 && x < GRID_WIDTH && y >= 0 && y < GRID_HEIGHT );
}
fn void randomise_grid_pos(GridCell* grid, int x, int y) {
grid[idx(x, y)] = (short)(libc::rand() % (usz)math::pow(2, 4));
}
fn void collapse_dem_waves(GridCell* grid, int x, int y, short from) {
randomise_grid_pos(grid, x, y);
grid[idx(x, y)] |= from;
IVec[4] doors = grid[idx(x, y)].get_doors();
foreach(i, door: doors) {
if (door == {0, 0}) continue;
IVec next = {x, y} + door;
if (in_bounds(next.x, next.y) && grid[idx(next.x, next.y)] == 0) {
from = 0;
switch(i) {
case 0: from = RIGHT; // from the LEFT
case 1: from = LEFT; // from the RIGHT
case 2: from = DOWN; // from UP
case 3: from = UP; // from DOWN
}
collapse_dem_waves(grid, next.x, next.y, from);
}
else {
short rm;
switch(i) {
case 0: rm = LEFT; // from the LEFT
case 1: rm = RIGHT; // from the RIGHT
case 2: rm = UP; // from UP
case 3: rm = DOWN; // from DOWN
}
grid[idx(x, y)] ^= rm;
}
}
}
fn void draw_rect(char* display, char fill, int ox, int oy, int w, int h) {
// i don't like this, ugly and hard to read, but im lazy so
for (int y = oy; y < oy + h; y++) {
for (int x = ox; x < ox + w; x++) {
if (x * y >= DISPLAY_HEIGHT * DISPLAY_WIDTH) continue;
display[y * DISPLAY_WIDTH + x] = fill;
}
}
}
fn void draw_rect_outline(char* display, char border, int ox, int oy, int w, int h) {
for (int y = oy; y < oy + h; y++) {
for (int x = ox; x < ox + w; x++) {
if (x * y >= DISPLAY_HEIGHT * DISPLAY_WIDTH) continue;
if (y == oy || x == ox || y == oy + h - 1 || x == ox + w - 1) display[y * DISPLAY_WIDTH + x] = border;
}
}
}
fn void draw_grid(GridCell* grid) {
char* display = mem::new_array(char, DISPLAY_WIDTH * DISPLAY_HEIGHT);
for (int i = 0; i < DISPLAY_WIDTH*DISPLAY_HEIGHT; i++) display[i] = ' ';
int width_factor = DISPLAY_WIDTH / GRID_WIDTH;
int height_factor = DISPLAY_HEIGHT / GRID_HEIGHT;
for (int y = 0; y < GRID_HEIGHT; y++) {
for (int x = 0; x < GRID_WIDTH; x ++) {
if (grid[idx(x, y)] != 0) {
draw_rect_outline(display, '~', x * width_factor, y * height_factor, width_factor, height_factor);
}
}
}
for (int y = 0; y < GRID_HEIGHT; y++) {
for (int x = 0; x < GRID_WIDTH; x ++) {
if (grid[idx(x, y)] != 0) {
IVec[4] doors = grid[idx(x, y)].get_doors();
foreach(door: doors) {
if (door == {0, 0}) continue;
IVec doorpos = {x, y} * IVec { width_factor, height_factor };
IVec realdoorpos;
// FIXME: this is ass im too tired to think of better pls dont hate
switch (door) {
case {-1, 0}:
realdoorpos = doorpos + {0, height_factor / 2-1};
break;
case {1, 0}:
realdoorpos = doorpos + {width_factor, height_factor / 2-1};
break;
case {0, 1}:
realdoorpos = doorpos + {width_factor/2-1, height_factor};
break;
case {0, -1}:
realdoorpos = doorpos + {width_factor/2-1, 0 };
break;
}
if (realdoorpos.x * realdoorpos.y >= DISPLAY_HEIGHT * DISPLAY_WIDTH || realdoorpos.x * realdoorpos.y < 0) continue;
display[realdoorpos.y * DISPLAY_WIDTH + realdoorpos.x] = ' ';
}
}
}
}
for (int y = 0; y < DISPLAY_HEIGHT; y++) {
for (int x = 0; x < DISPLAY_WIDTH; x ++) {
io::printf("%c", display[y * DISPLAY_WIDTH + x]);
}
io::print("\n");
}
}
fn void generate_rooms() {
libc::srand((uint)libc::time((Time_t*)0));
GridCell* grid = mem::new_array(GridCell, GRID_WIDTH * GRID_HEIGHT);
for (int i = 0; i < GRID_HEIGHT*GRID_WIDTH; i++) grid[i] = '\0';
randomise_grid_pos(grid, GRID_WIDTH/2, GRID_HEIGHT/2);
if (grid[idx(GRID_WIDTH/2, GRID_HEIGHT/2)] == 0) grid[idx(GRID_WIDTH/2, GRID_HEIGHT/2)] = 1;
IVec[4] doors = grid[idx(GRID_WIDTH/2, GRID_HEIGHT/2)].get_doors();
foreach(i, door: doors) {
if (door == {0, 0}) continue;
IVec next = {GRID_WIDTH/2, GRID_HEIGHT/2} + door;
short from = 0;
switch(i) {
case 0: from = RIGHT; // from the LEFT
case 1: from = LEFT; // from the RIGHT
case 2: from = DOWN; // from UP
case 3: from = UP; // from DOWN
}
if (in_bounds(next.x, next.y)) {
collapse_dem_waves(grid, next.x, next.y, from);
}
}
draw_grid(grid);
print_grid(grid);
return;
}
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment