use rltk::{ RGB, Rltk, RandomNumberGenerator }; // use super::{Rect}; use std::cmp::{min, max}; #[derive(PartialEq, Copy, Clone)] pub enum TileType { Wall, Floor, } pub fn xy_idx(x: i32, y: i32) -> usize { (y as usize * 80) + x as usize } pub fn new_map() -> Vec { let mut map = vec![TileType::Floor; 80 * 50]; // Make the boundary walls for x in 0..80 { map[xy_idx(x, 0)] = TileType::Wall; map[xy_idx(x, 49)] = TileType::Wall; } for y in 0..50 { map[xy_idx(0, y)] = TileType::Wall; map[xy_idx(79, y)] = TileType::Wall; } // Now randomly add a bunch of walls. // First get the random number generator let mut rng = rltk::RandomNumberGenerator::new(); for _i in 0..400 { let x = rng.roll_dice(1, 79); let y = rng.roll_dice(1, 49); let idx = xy_idx(x, y); if idx != xy_idx(40, 25) { map[idx] = TileType::Wall; } } map } pub fn draw_map(map: &[TileType], ctx: &mut Rltk) { let mut y = 0; let mut x = 0; for tile in map.iter() { match tile { TileType::Floor => { ctx.set( x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.'), ); } TileType::Wall => { ctx.set( x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#'), ); } } // Move to the next set of coordinates x += 1; if x > 79 { x = 0; y += 1; } } }