0241-RLTK-連線小房間

波尔發表於2024-08-19

環境

  • Time 2022-11-30
  • WSL-Ubuntu 22.04
  • RLTK 0.8.7

前言

說明

參考:https://bfnightly.bracketproductions.com/rustbook

目標

基於前一節的內容,生成多個小房間,並且連線它們,增加控制方式。

水平通道

fn horizontal_tunnel(map: &mut [TileType], x1: i32, x2: i32, y: i32) {
    for x in min(x1, x2)..=max(x1, x2) {
        let idx = index(x, y);
        if idx > 0 && idx < 80 * 50 {
            map[idx as usize] = TileType::Floor;
        }
    }
}

垂直通道

fn vertical_tunnel(map: &mut [TileType], y1: i32, y2: i32, x: i32) {
    for y in min(y1, y2)..=max(y1, y2) {
        let idx = index(x, y);
        if idx > 0 && idx < 80 * 50 {
            map[idx as usize] = TileType::Floor;
        }
    }
}

生成地圖

const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;

pub fn new_map() -> (Vec<Rect>, Vec<TileType>) {
    let mut map = vec![TileType::Wall; 80 * 50];
    let mut rooms: Vec<Rect> = Vec::new();
    let mut rng = RandomNumberGenerator::new();

    for _ in 0..MAX_ROOMS {
        let w = rng.range(MIN_SIZE, MAX_SIZE);
        let h = rng.range(MIN_SIZE, MAX_SIZE);
        let x = rng.roll_dice(1, 80 - w - 1) - 1;
        let y = rng.roll_dice(1, 50 - h - 1) - 1;
        let new_room = Rect::with_size(x, y, w, h);
        let mut ok = true;
        for other_room in rooms.iter() {
            if new_room.intersect(other_room) {
                ok = false
            }
        }
        if ok {
            apply_room(&new_room, &mut map);

            if !rooms.is_empty() {
                let cur = new_room.center();
                let pre = rooms[rooms.len() - 1].center();
                if rng.range(0, 2) == 1 {
                    horizontal_tunnel(&mut map, pre.x, cur.x, pre.y);
                    vertical_tunnel(&mut map, pre.y, cur.y, cur.x);
                } else {
                    vertical_tunnel(&mut map, pre.y, cur.y, pre.x);
                    horizontal_tunnel(&mut map, pre.x, cur.x, cur.y);
                }
            }

            rooms.push(new_room);
        }
    }

    (rooms, map)
}

新增控制方式

pub fn player_input(state: &mut State, context: &mut Rltk) {
    if let Some(key) = context.key {
        match key {
            VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
                move_player(-1, 0, &mut state.world)
            }

            VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => {
                move_player(1, 0, &mut state.world)
            }

            VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => {
                move_player(0, -1, &mut state.world)
            }

            VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => {
                move_player(0, 1, &mut state.world)
            }

            _ => {}
        }
    }
}

放置角色

fn main() -> rltk::BError {
    let context = rltk::RltkBuilder::simple80x50()
        .with_title("冒險遊戲")
        .build()?;

    let mut state = State {
        world: World::new(),
    };
    state.world.register::<Point>();
    state.world.register::<Renderable>();
    state.world.register::<LeftWalker>();
    state.world.register::<Player>();

    let (rooms, map) = map::new_map();
    state.world.insert(map);

    state
        .world
        .create_entity()
        .with(rooms[0].center())
        .with(Renderable {
            glyph: rltk::to_cp437('@'),
            fg: RGB::named(rltk::YELLOW),
            bg: RGB::named(rltk::BLACK),
        })
        .with(Player {})
        .build();

    rltk::main_loop(context, state)
}

效果

連線小房間

總結

生成多個小房間,將它們連線起來,新增控制方式,可以透過 vim 的方式和數字鍵盤。

附錄

相關文章