169 lines
4.2 KiB
C++
169 lines
4.2 KiB
C++
#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;
|
|
}
|