Room Creating: Place Kitchen Furniture #11

Merged
msrd0 merged 19 commits from room-creation-placing-furniture into main 2024-07-07 11:54:43 +00:00
3 changed files with 123 additions and 3 deletions
Showing only changes of commit f3e6afc179 - Show all commits

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@ -13,6 +13,10 @@ impl Default for Grid {
} }
impl Grid { impl Grid {
pub fn new(nodes: Vec<Vec2>, connections: Vec<(usize, usize)>) -> Self {
Grid { nodes, connections }
}
fn load() -> Self { fn load() -> Self {
let mut grid = Self { let mut grid = Self {
nodes: vec![ nodes: vec![

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@ -1,23 +1,29 @@
mod grid; mod grid;
mod player; mod player;
mod room;
use grid::Grid; use grid::Grid;
use player::Player; use player::Player;
use room::Room;
#[derive(Debug, Default)] #[derive(Debug, Default)]
pub struct HouseState { pub struct HouseState {
grid: Grid, room: Room,
//grid: Grid,
player: Player player: Player
} }
pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) { pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
//Draw House
state.house.room.draw();
//Draw Grid //Draw Grid
state.house.grid.draw(); //state.house.grid.draw();
//Draw Player //Draw Player
state.house.player.draw(); state.house.player.draw();
} }
pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) { pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
state.house.player.update(&state.house.grid); state.house.player.update(&state.house.room.grid);
} }

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@ -0,0 +1,110 @@
use comfy::*;
use super::grid::Grid;
#[derive(Debug)]
enum RoomType {
Kitchen,
Bath,
Toilett,
LivingRoom,
SleepingRoom
}
#[derive(Debug)]
pub struct Room {
room_type: RoomType,
size: (u8, u8), //(width, height)
pub grid: Grid
}
impl RoomType {
pub fn random() -> Self {
match random_i32(0, 4) {
0 => RoomType::Kitchen,
1 => RoomType::Bath,
2 => RoomType::Toilett,
3 => RoomType::LivingRoom,
4 => RoomType::SleepingRoom,
_ => panic!("Somehow you where unlucky and got a random number out of range")
}
}
}
impl Default for Room {
fn default() -> Self {
Room::load() //Just for testing purposes
}
}
impl Room {
pub fn load() -> Self {
let room_type = RoomType::random();
let size = Self::random_size(&room_type);
Room { room_type, size, grid: Self::create_grid(size.0, size.1)}
}
fn random_size(room_type: &RoomType) -> (u8, u8) {
match room_type {
RoomType::Kitchen | RoomType::LivingRoom => {
(random_i32(5, 8) as u8, 3)
}
RoomType::Bath | RoomType::SleepingRoom => {
(random_i32(4, 6) as u8, 3)
}
RoomType::Toilett => {
(random_i32(1, 3) as u8, 3)
}
}
}
fn create_grid(width: u8, height: u8) -> Grid{
let left_border = width as f32 / 2.0;
let lower_border = height as f32 / 2.0;
let scale = 4.0;
//Lower Cable
let lower_cable_y = height as f32 / 6.0;
let mut current_x = -0.5;
let mut nodes = Vec::new();
while current_x < width as f32 {
nodes.push(vec2((current_x - left_border) * scale, (lower_cable_y - lower_border) * scale));
current_x += random_i32(1, (width / 2) as i32) as f32;
}
current_x = width as f32 + 0.5;
nodes.push(vec2((current_x - left_border) * scale, (lower_cable_y - lower_border) * scale));
let mut connections = Vec::new();
for i in 1..nodes.len() {
connections.push((i-1, i));
}
//Lamps
let upper_cable_y = height as f32 - 0.25;
let max_lamps = (width as f32 / 2.5).round() as i32;
let lamp_amount = random_i32(1, max_lamps + 1);
let node_indices: HashSet<usize> = (0..lamp_amount).map(|_| random_i32(1, nodes.len() as i32 - 1) as usize).collect();
let last_lower_node_index = nodes.len();
for (i, index) in node_indices.iter().enumerate() {
nodes.push(vec2(nodes.get(*index).unwrap().x,(upper_cable_y - lower_border) * scale));
connections.push((*index, last_lower_node_index + i));
}
Grid::new(nodes, connections)
}
pub fn draw(&self) {
let scale = 4.0;
let (width, height) = self.size;
let (width, height) = (width as f32 * scale, height as f32 * scale);
draw_rect_outline(vec2(0.0, 0.0), vec2(width, height), 0.3, RED, 0);
self.grid.draw();
}
}