Dungeon generation

This commit is contained in:
Ben
2020-09-02 18:53:56 +01:00
parent 73dccbbb1a
commit 5983601ac5
6 changed files with 281 additions and 26 deletions

View File

@@ -2,6 +2,8 @@
#include "Things.hpp"
#include "Logger.hpp"
void Camera::Update(float fTime)
{
if (_Track == nullptr) return;

View File

@@ -8,7 +8,7 @@ class Entity;
class Camera
{
public:
olc::vf2d Coords;
olc::vi2d Coords;
olc::vi2d ViewPort;
void Update(float fTime);

View File

@@ -5,20 +5,32 @@
#include "Logger.hpp"
Dungeon::Dungeon()
: _Logger(Logger::getInstance())
{
ActiveCamera = new Camera();
ActiveCamera->Coords = { 0.0f, 0.0f };
ActiveCamera->Coords = { 0, 0 };
ActiveCamera->ViewPort = { 1280, 720 };
Player = new Playable();
Player->Coords = { 0, 0 };
Player->Type = EEntity::Type::Player;
ActiveCamera->TrackEntity(Player);
ActiveCamera->Update(0.0f);
}
void Dungeon::Generate()
{
srand(time(NULL));
TileSetDictionary = new TileDictionary();
TileSetDictionary->Register();
TileSet = new olc::Sprite("res/dungeon_tileset.png");
Logger::getInstance().Debug("Texture Loaded: ", TileSet, " ", TileSet->width, " ", TileSet->height);
_Logger.Debug("Texture Loaded: ", TileSet, " ", TileSet->width, " ", TileSet->height);
auto index = [](int x, int y, int depth) -> int { return x + depth * y; };
DungeonWidth = 0;
DungeonHeight = 0;
// Generate a dungeon
// Loosely follows the algorithm in section 3.3 "Agent Based Growing"
@@ -30,16 +42,81 @@ void Dungeon::Generate()
};
auto randomRoom = [](int x, int y)
{ return new Room{ x, y, (rand() % 15) + 5, (rand() % 15) + 5 }; };
{ return new Room{ x, y, (rand() % 7) + 3, (rand() % 7) + 3 }; };
std::vector<Room*> rooms;
std::map<olc::vi2d, bool> tiles;
std::vector<olc::vi2d> tiles;
// Starting at 0,0
olc::vi2d agentPos;
int directionChance = 5;
int roomChance = 5;
int dungeonMinSize = 2000;
struct Agent
{
// 0 up 1 right 2 down 3 left
int x, y, direction;
};
Agent* agent = new Agent();
agent->x = 20; agent->y = 10;
agent->direction = rand() % 4;
_Logger.Debug("Agent ", agent->x, " ", agent->y, " ", agent->direction);
auto addTile = [&](int x, int y) {
for (auto i : tiles)
if (i.x == x && i.y == y)
return;
tiles.push_back({ x, y });
};
while (tiles.size() < dungeonMinSize)
{
switch (agent->direction)
{
case 0: agent->y -= 1; break;
case 1: agent->x += 1; break;
case 2: agent->y += 1; break;
case 3: agent->x -= 1; break;
}
addTile(agent->x, agent->y);
if (rand() % 100 < directionChance)
{
agent->direction = rand() % 4;
directionChance = 0;
}
else
{
directionChance += 5;
}
if (rand() % 200 < roomChance)
{
Room* room = randomRoom(agent->x, agent->y);
for (int x = room->x; x < room->w + room->x; x++)
for (int y = room->y; y < room->h + room->y; y++)
addTile(x, y);
delete room;
roomChance = 0;
}
else
{
roomChance += 5;
}
}
for (auto& tile : tiles)
{
if (DungeonWidth <= tile.x) DungeonWidth = tile.x;
if (DungeonHeight <= tile.y) DungeonHeight = tile.y;
Tile* t = new Tile(tile, ETile::Type::OneByOne, ETile::State::Default);
_Logger.Debug(t->Coords.x, " ", t->Coords.y);
DungeonTiles[t->Coords] = t;
}
// Empty rooms
}
@@ -48,19 +125,25 @@ void Dungeon::SpawnEntity(Entity* entity)
Entities[entity->Coords] = entity;
}
void Dungeon::Input(olc::PixelGameEngine* engine)
void Dungeon::Input(olc::PixelGameEngine* engine, float fTime)
{
// engine->GetKey(olc::W);
if (engine->GetKey(olc::W).bHeld)
Player->Coords.y += 1 / fTime;
if (engine->GetKey(olc::A).bHeld)
Player->Coords.x += 1 / fTime;
if (engine->GetKey(olc::S).bHeld)
Player->Coords.y -= 1 / fTime;
if (engine->GetKey(olc::D).bHeld)
Player->Coords.x -= 1 / fTime;
}
void Dungeon::Update(float fTime)
{
ActiveCamera->Update(fTime);
}
void Dungeon::Draw(olc::PixelGameEngine* engine)
{
// find tile in map
auto DrawFrom = [&](int tile) {
// mod w for x int div y - JavidX9
@@ -71,20 +154,15 @@ void Dungeon::Draw(olc::PixelGameEngine* engine)
auto index = [](int x, int y, int depth) -> int { return x + depth * y; };
for (int x = 0; x < DungeonWidth; x++)
for (int y = 0; y < DungeonHeight; y++)
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
{
static Logger& _Logger = Logger::getInstance();
// _Logger.Debug(x, " ", y);
Tile* tile = DungeonTiles[index(x, y, DungeonWidth)];
engine->DrawPartialSprite({ x * 32, y * 32 }, TileSet,
TileSetDictionary->Dictionary[tile->Type], { 16, 16 }, 2);
engine->DrawPartialSprite({ (tile.first.x * 16) + ActiveCamera->Coords.x, (tile.first.y * 16) + ActiveCamera->Coords.y }, TileSet,
TileSetDictionary->Dictionary[tile.second->Type], { 16, 16 }, 1);
}
}
Dungeon::~Dungeon()
{
for (int i = 0; i < DungeonTiles.size(); i++)
delete DungeonTiles[i];
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
delete tile.second;
}

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@@ -5,6 +5,8 @@
#include "olcPixelGameEngine.hpp"
#include "Logger.hpp"
class Camera;
class Tile;
@@ -22,7 +24,7 @@ public:
void Generate();
void SpawnEntity(Entity* entity);
void Input(olc::PixelGameEngine* engine);
void Input(olc::PixelGameEngine* engine, float fTime);
void Update(float fTime);
void Draw(olc::PixelGameEngine* engine);
@@ -31,7 +33,7 @@ public:
int DungeonWidth;
int DungeonHeight;
std::vector<Tile*> DungeonTiles;
std::unordered_map<olc::vi2d, Tile*> DungeonTiles;
std::unordered_map<olc::vf2d, Entity*> Entities; // key here could be room?
std::unordered_map<olc::vf2d, FixedItem*> FixedItems;
@@ -39,6 +41,9 @@ public:
olc::Sprite* TileSet;
~Dungeon();
private:
Logger& _Logger;
};
#endif

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@@ -0,0 +1,168 @@
#include "Dungeon.hpp"
#include "Things.hpp"
#include "Camera.hpp"
#include "Logger.hpp"
Dungeon::Dungeon()
: _Logger(Logger::getInstance())
{
ActiveCamera = new Camera();
ActiveCamera->Coords = { 0, 0 };
ActiveCamera->ViewPort = { 1280, 720 };
Player = new Playable();
Player->Coords = { 0, 0 };
Player->Type = EEntity::Type::Player;
ActiveCamera->TrackEntity(Player);
ActiveCamera->Update(0.0f);
}
void Dungeon::Generate()
{
srand(time(NULL));
TileSetDictionary = new TileDictionary();
TileSetDictionary->Register();
TileSet = new olc::Sprite("res/dungeon_tileset.png");
_Logger.Debug("Texture Loaded: ", TileSet, " ", TileSet->width, " ", TileSet->height);
DungeonWidth = 0;
DungeonHeight = 0;
// Generate a dungeon
// Loosely follows the algorithm in section 3.3 "Agent Based Growing"
// http://pcgbook.com/wp-content/uploads/chapter03.pdf
struct Room
{
int x, y, w, h;
};
auto randomRoom = [](int x, int y)
{ return new Room{ x, y, (rand() % 7) + 3, (rand() % 7) + 3 }; };
std::vector<olc::vi2d> tiles;
// Starting at 0,0
int directionChance = 5;
int roomChance = 5;
int dungeonMinSize = 2000;
struct Agent
{
// 0 up 1 right 2 down 3 left
int x, y, direction;
};
Agent* agent = new Agent();
agent->x = 20; agent->y = 10;
agent->direction = rand() % 4;
_Logger.Debug("Agent ", agent->x, " ", agent->y, " ", agent->direction);
auto addTile = [&](int x, int y) {
for (auto i : tiles)
if (i.x == x && i.y == y)
return;
tiles.push_back({ x, y });
};
while (tiles.size() < dungeonMinSize)
{
switch (agent->direction)
{
case 0: agent->y -= 1; break;
case 1: agent->x += 1; break;
case 2: agent->y += 1; break;
case 3: agent->x -= 1; break;
}
addTile(agent->x, agent->y);
if (rand() % 100 < directionChance)
{
agent->direction = rand() % 4;
directionChance = 0;
}
else
{
directionChance += 5;
}
if (rand() % 200 < roomChance)
{
Room* room = randomRoom(agent->x, agent->y);
for (int x = room->x; x < room->w + room->x; x++)
for (int y = room->y; y < room->h + room->y; y++)
addTile(x, y);
delete room;
roomChance = 0;
}
else
{
roomChance += 5;
}
}
for (auto& tile : tiles)
{
if (DungeonWidth <= tile.x) DungeonWidth = tile.x;
if (DungeonHeight <= tile.y) DungeonHeight = tile.y;
Tile* t = new Tile(tile, ETile::Type::OneByOne, ETile::State::Default);
_Logger.Debug(t->Coords.x, " ", t->Coords.y);
DungeonTiles[t->Coords] = t;
}
// Empty rooms
}
void Dungeon::SpawnEntity(Entity* entity)
{
Entities[entity->Coords] = entity;
}
void Dungeon::Input(olc::PixelGameEngine* engine, float fTime)
{
if (engine->GetKey(olc::W).bHeld)
Player->Coords.y += 1 / fTime;
if (engine->GetKey(olc::A).bHeld)
Player->Coords.x += 1 / fTime;
if (engine->GetKey(olc::S).bHeld)
Player->Coords.y -= 1 / fTime;
if (engine->GetKey(olc::D).bHeld)
Player->Coords.x -= 1 / fTime;
}
void Dungeon::Update(float fTime)
{
ActiveCamera->Update(fTime);
}
void Dungeon::Draw(olc::PixelGameEngine* engine)
{
// find tile in map
auto DrawFrom = [&](int tile) {
// mod w for x int div y - JavidX9
int w = tile % (TileSet->width / 16);
int h = tile / (TileSet->width / 16);
return olc::vi2d(w * 16, h * 16);
};
auto index = [](int x, int y, int depth) -> int { return x + depth * y; };
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
{
engine->DrawPartialSprite({ (tile.first.x * 16) + ActiveCamera->Coords.x, (tile.first.y * 16) + ActiveCamera->Coords.y }, TileSet,
TileSetDictionary->Dictionary[tile.second->Type], { 16, 16 }, 1);
}
}
Dungeon::~Dungeon()
{
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
delete tile.second;
}

View File

@@ -54,7 +54,9 @@ public:
// return true;
//}
_Dungeon->Input(this);
_Dungeon->Input(this, fTime);
_Dungeon->Update(fTime);
_Dungeon->Draw(this);