fix DiagonalMaze after the drawing scaling change, add some params since ginormous maze is kinda entertaining
use fpnum::{FPNum, fp};
use integral_geometry::{Point, Rect, Size};
use land2d::Land2D;
use landgen::{
outline_template::OutlineTemplate,
template_based::TemplatedLandGenerator,
LandGenerationParameters,
LandGenerator,
};
use lfprng::LaggedFibonacciPRNG;
use hwphysics as hwp;
struct GameState {
land: Land2D<u32>,
physics: hwp::World,
}
impl GameState {
fn new(land: Land2D<u32>, physics: hwp::World) -> Self {
Self {
land,
physics,
}
}
}
pub struct World {
random_numbers_gen: LaggedFibonacciPRNG,
preview: Option<Land2D<u8>>,
game_state: Option<GameState>,
}
impl World {
pub fn new() -> Self {
Self {
random_numbers_gen: LaggedFibonacciPRNG::new(&[]),
preview: None,
game_state: None,
}
}
pub fn set_seed(&mut self, seed: &[u8]) {
self.random_numbers_gen = LaggedFibonacciPRNG::new(seed);
}
pub fn preview(&self) -> &Option<Land2D<u8>> {
&self.preview
}
pub fn generate_preview(&mut self) {
fn template() -> OutlineTemplate {
let mut template = OutlineTemplate::new(Size::new(4096, 2048));
template.islands = vec![vec![
Rect::from_size_coords(100, 2050, 1, 1),
Rect::from_size_coords(100, 500, 400, 1200),
Rect::from_size_coords(3600, 500, 400, 1200),
Rect::from_size_coords(3900, 2050, 1, 1),
]];
template.fill_points = vec![Point::new(1, 0)];
template
}
let params = LandGenerationParameters::new(0u8, u8::max_value(), 5, false, false);
let landgen = TemplatedLandGenerator::new(template());
self.preview = Some(landgen.generate_land(¶ms, &mut self.random_numbers_gen));
}
pub fn dispose_preview(&mut self) {
self.preview = None
}
pub fn init(&mut self, template: OutlineTemplate) {
let physics = hwp::World::new(template.size);
let params = LandGenerationParameters::new(0u32, u32::max_value(), 5, false, false);
let landgen = TemplatedLandGenerator::new(template);
let land = landgen.generate_land(¶ms, &mut self.random_numbers_gen);
self.game_state = Some(GameState::new(land, physics));
}
pub fn step(&mut self) {
if let Some(ref mut state) = self.game_state {
state.physics.step(fp!(1), &state.land);
}
}
}