I can make a map with one room 'randomly' generated and calculate paths.

main
Zed A. Shaw 2 months ago
parent 8b67a25732
commit 6cb3366912
  1. 10
      main.cpp
  2. 25
      map.cpp
  3. 20
      map.hpp
  4. 10
      status.txt
  5. 7
      tests/map.cpp

@ -39,7 +39,7 @@ int main() {
using namespace ftxui;
std::string reset_position;
auto c = Canvas(100, 100);
auto c = Canvas(150, 100);
Map game_map = Map(input, walls, 1000);
@ -53,13 +53,13 @@ int main() {
const string tile = val == 1000 ? "#" : fmt::format("{}", result[y][x]);
c.DrawText(22+x*2, 24+y*4, tile);
c.DrawText(x*2, y*4, tile);
}
}
c.DrawText(20+4*2, 20+3*4, "@", Color::Blue);
c.DrawText(4*2, 3*4, "@", Color::Blue);
return canvas(c);
return canvas(c) | border;
});
while (true) {
@ -71,7 +71,7 @@ int main() {
) | xflex_grow
),
separator(),
hflow(map->Render()),
hbox(map->Render()),
}) | border;
auto screen = Screen::Create(Dimension::Full());

@ -34,6 +34,11 @@ inline void add_neighbors(PairList &neighbors, Matrix &closed, size_t j, size_t
}
}
Map::Map(size_t width, size_t height) : m_limit(1000) {
m_walls = Matrix(height, MatrixRow(width, 1));
m_input_map = Matrix(height, MatrixRow(width, 1));
}
void Map::make_paths() {
size_t h = m_input_map.size();
size_t w = m_input_map[0].size();
@ -42,7 +47,7 @@ void Map::make_paths() {
// NOTE: this is normally ones() * limit
int limit = m_limit == 0 ? h * w : m_limit;
Matrix new_arr = Matrix(h, MatrixRow(w, limit));
Matrix closed = m_walls_map;
Matrix closed = m_walls;
PairList starting_pixels;
PairList open_pixels;
@ -80,3 +85,21 @@ void Map::make_paths() {
m_paths = new_arr;
}
void Map::make_room(size_t origin_x, size_t origin_y, size_t width, size_t height) {
for(size_t y = origin_y; y < origin_y + height; ++y) {
for(size_t x = origin_x; x < origin_x + width; ++x) {
m_walls[y][x] = 0;
}
}
}
void Map::generate() {
size_t w = width();
size_t h = height();
size_t half_w = w / 2;
size_t half_h = h / 2;
make_room(half_w - 5, half_h - 5, 5, 5);
}

@ -17,7 +17,7 @@ void add_neighbors(Matrix &closed, size_t j, size_t i);
class Map {
Matrix m_input_map;
Matrix m_walls_map;
Matrix m_walls;
Matrix m_paths;
int m_limit = 0;
public:
@ -26,13 +26,27 @@ public:
Matrix& paths() { return m_paths; }
Matrix& input_map() { return m_input_map; }
Matrix& walls() { return m_walls_map; }
Matrix& walls() { return m_walls; }
int limit() { return m_limit; }
size_t width() { return m_walls[0].size(); }
size_t height() { return m_walls.size(); }
void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height);
void dump() {
dump_map("PATHS", m_paths);
dump_map("WALLS", m_walls);
dump_map("INPUT", m_input_map);
}
void generate();
Map(Matrix input_map, Matrix walls_map, int limit) :
m_input_map(input_map),
m_walls_map(walls_map), m_limit(limit) {
m_walls(walls_map), m_limit(limit) {
}
Map(size_t width, size_t height);
Map(Map &map) = delete;
};

@ -1,8 +1,8 @@
TODO:
* Create a map gen of some kind.
* Research how hard to create a non-terminal/graphic backend to FTXUI.
* Look into font rendering libraries.
* Get a basic UI in FTX with a stat panel and map.
* Fill the map with something.
* Dijkstra's algorithm for the map.
* https://github.com/HenrYxZ/dijkstra-map/blob/main/dijkstra_map.py
* Look at a few more rogue games
* Lua integration

@ -34,3 +34,10 @@ TEST_CASE("dijkstra algo test", "[map]") {
REQUIRE(paths == expected);
}
}
TEST_CASE("bsp algo test", "[map]") {
Map map(20, 20);
map.generate();
map.dump();
}

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