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463 lines
9.8 KiB
463 lines
9.8 KiB
package main |
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import ( |
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"fmt" |
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"math" |
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"math/rand" |
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"time" |
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"github.com/Meshiest/go-dungeon/dungeon" |
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) |
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const dungeonScale = 4 |
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// Level represents a game level. |
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type Level struct { |
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num int |
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w, h int |
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tiles [][]*Tile // (Y,X) array of tiles |
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tileSize int |
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topWalls [][]*Tile |
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sideWalls [][]*Tile |
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otherWalls [][]*Tile |
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items []*gameItem |
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creeps []*gameCreep |
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liveCreeps int |
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player *gamePlayer |
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torches []*gameCreep |
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enterX, enterY int |
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exitX, exitY int |
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exitOpenTime time.Time |
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requiredSouls int |
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} |
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// NewLevel returns a new randomly generated Level. |
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func NewLevel(levelNum int, p *gamePlayer) (*Level, error) { |
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levelSize := 100 |
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if levelNum == 2 { |
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levelSize = 108 |
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} else if levelNum == 3 { |
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levelSize = 116 |
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} else if levelSize == 4 { |
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levelSize = 256 |
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} |
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// Note: Level size must be divisible by the dungeon scale (4). |
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l := &Level{ |
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num: levelNum, |
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w: levelSize, |
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h: levelSize, |
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tileSize: 32, |
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player: p, |
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} |
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l.requiredSouls = 33 |
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if levelNum == 2 { |
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l.requiredSouls = 66 |
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} else if levelNum == 3 { |
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l.requiredSouls = 99 |
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} |
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var err error |
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sandstoneSS, err = LoadEnvironmentSpriteSheet() |
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if err != nil { |
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return nil, fmt.Errorf("failed to load embedded spritesheet: %s", err) |
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} |
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rooms := 13 |
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if levelNum == 2 { |
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rooms = 26 |
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} else if levelNum == 3 { |
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rooms = 33 |
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} |
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d := dungeon.NewDungeon(l.w/dungeonScale, rooms) |
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dungeonFloor := 1 |
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l.tiles = make([][]*Tile, l.h) |
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for y := 0; y < l.h; y++ { |
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l.tiles[y] = make([]*Tile, l.w) |
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for x := 0; x < l.w; x++ { |
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t := &Tile{} |
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if y < l.h-1 && d.Grid[x/dungeonScale][y/dungeonScale] == dungeonFloor { |
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if rand.Intn(13) == 0 { |
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t.AddSprite(sandstoneSS.FloorC) |
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} else { |
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t.AddSprite(sandstoneSS.FloorA) |
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} |
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t.floor = true |
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} |
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l.tiles[y][x] = t |
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} |
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} |
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neighbors := func(x, y int) [][2]int { |
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return [][2]int{ |
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{x - 1, y - 1}, |
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{x, y - 1}, |
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{x + 1, y - 1}, |
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{x + 1, y}, |
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{x + 1, y + 1}, |
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{x, y + 1}, |
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{x - 1, y + 1}, |
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{x - 1, y}, |
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} |
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} |
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floorTile := func(x, y int) bool { |
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t := l.Tile(x, y) |
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if t == nil { |
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return false |
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} |
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return t.floor |
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} |
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l.topWalls = make([][]*Tile, l.h) |
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l.sideWalls = make([][]*Tile, l.h) |
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l.otherWalls = make([][]*Tile, l.h) |
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for y := 0; y < l.h; y++ { |
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l.topWalls[y] = make([]*Tile, l.w) |
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l.sideWalls[y] = make([]*Tile, l.w) |
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l.otherWalls[y] = make([]*Tile, l.w) |
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} |
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// Entrance and exit candidates. |
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var topWalls [][2]int |
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var bottomWalls [][2]int |
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// Add walls. |
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for x := 0; x < l.w; x++ { |
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for y := 0; y < l.h; y++ { |
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t := l.Tile(x, y) |
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if t == nil { |
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continue |
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} |
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if !t.floor { |
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continue |
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} |
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for _, n := range neighbors(x, y) { |
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nx, ny := n[0], n[1] |
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neighbor := l.Tile(nx, ny) |
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if neighbor == nil || neighbor.floor || neighbor.wall { |
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continue |
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} |
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neighbor.wall = true |
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// From perspective of neighbor tile. |
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bottom := floorTile(nx, ny+1) |
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top := floorTile(nx, ny-1) |
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right := floorTile(nx+1, ny) |
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left := floorTile(nx-1, ny) |
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topLeft := floorTile(nx-1, ny-1) |
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topRight := floorTile(nx+1, ny-1) |
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bottomLeft := floorTile(nx-1, ny+1) |
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bottomRight := floorTile(nx+1, ny+1) |
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// Determine which wall sprite to belongs here. |
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spriteTop := !top && bottom |
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spriteLeft := (left || bottomLeft) && !right && !bottomRight && !bottom |
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spriteRight := (right || bottomRight) && !left && !bottomLeft && !bottom |
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spriteBottomRight := !topLeft && !top && topRight && !bottomLeft && !bottom && !bottomRight |
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spriteBottomLeft := topLeft && !top && !topRight && !bottomLeft && !bottom && !bottomRight |
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spriteBottom := top && !bottom |
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// Add wall sprite. |
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switch { |
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case spriteTop: |
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if !bottomLeft || !bottomRight || left || right { |
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neighbor.AddSprite(sandstoneSS.WallPillar) |
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c := newCreep(TypeTorch, l, l.player) |
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c.x, c.y = float64(nx), float64(ny) |
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l.creeps = append(l.creeps, c) |
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l.torches = append(l.torches, c) |
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} else { |
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neighbor.AddSprite(sandstoneSS.WallTop) |
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farRight := floorTile(nx+2, ny) |
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farBottomRight := floorTile(nx+2, ny+1) |
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if bottomRight && farBottomRight && !right && !farRight && y > 2 { |
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topWalls = append(topWalls, [2]int{nx, ny}) |
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} |
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} |
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l.topWalls[ny][nx] = neighbor |
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case spriteLeft: |
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if spriteBottom { |
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neighbor.AddSprite(sandstoneSS.WallBottom) |
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} |
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neighbor.AddSprite(sandstoneSS.WallLeft) |
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l.sideWalls[ny][nx] = neighbor |
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l.otherWalls[ny][nx] = neighbor |
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case spriteRight: |
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if spriteBottom { |
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neighbor.AddSprite(sandstoneSS.WallBottom) |
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} |
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neighbor.AddSprite(sandstoneSS.WallRight) |
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l.sideWalls[ny][nx] = neighbor |
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l.otherWalls[ny][nx] = neighbor |
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case spriteBottomLeft: |
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neighbor.AddSprite(sandstoneSS.WallBottomLeft) |
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l.sideWalls[ny][nx] = neighbor |
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l.otherWalls[ny][nx] = neighbor |
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case spriteBottomRight: |
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neighbor.AddSprite(sandstoneSS.WallBottomRight) |
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l.sideWalls[ny][nx] = neighbor |
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l.otherWalls[ny][nx] = neighbor |
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case spriteBottom: |
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neighbor.AddSprite(sandstoneSS.WallBottom) |
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l.otherWalls[ny][nx] = neighbor |
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farRight := floorTile(nx+2, ny) |
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farTopRight := floorTile(nx+2, ny-1) |
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if topRight && farTopRight && !right && !farRight && ny < l.h-3 { |
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bottomWalls = append(bottomWalls, [2]int{nx, ny}) |
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} |
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} |
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} |
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} |
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} |
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for { |
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entrance := bottomWalls[rand.Intn(len(bottomWalls))] |
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l.enterX, l.enterY = entrance[0], entrance[1] |
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exit := topWalls[rand.Intn(len(topWalls))] |
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l.exitX, l.exitY = exit[0], exit[1] |
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dx, dy := deltaXY(float64(l.enterX), float64(l.enterY), float64(l.exitX), float64(l.exitY)) |
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if dy >= 8 || dx >= 6 { |
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break |
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} |
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} |
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fadeA := 0.15 |
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fadeB := 0.1 |
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// Add entrance. |
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if levelNum > 1 { |
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t := l.Tile(l.enterX, l.enterY) |
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t.sprites = nil |
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t.AddSprite(sandstoneSS.FloorA) |
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t.AddSprite(sandstoneSS.BottomDoorClosedL) |
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t.AddSprite(sandstoneSS.WallLeft) |
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t = l.Tile(l.enterX+1, l.enterY) |
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t.sprites = nil |
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t.AddSprite(sandstoneSS.FloorA) |
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t.AddSprite(sandstoneSS.BottomDoorClosedR) |
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t.AddSprite(sandstoneSS.WallRight) |
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// Add fading entrance hall. |
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for i := 1; i < 3; i++ { |
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colorScale := fadeA |
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if i == 2 { |
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colorScale = fadeB |
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} |
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t = l.Tile(l.enterX, l.enterY+i) |
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if t != nil { |
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t.AddSprite(sandstoneSS.FloorA) |
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t.AddSprite(sandstoneSS.WallLeft) |
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t.forceColorScale = colorScale |
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} |
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t = l.Tile(l.enterX+1, l.enterY+i) |
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if t != nil { |
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t.AddSprite(sandstoneSS.FloorA) |
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t.AddSprite(sandstoneSS.WallRight) |
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t.forceColorScale = colorScale |
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} |
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} |
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} |
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// Add exit. |
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t := l.Tile(l.exitX, l.exitY) |
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t.sprites = nil |
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t.AddSprite(sandstoneSS.FloorA) |
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t.AddSprite(sandstoneSS.TopDoorClosedL) |
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t = l.Tile(l.exitX+1, l.exitY) |
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t.sprites = nil |
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t.AddSprite(sandstoneSS.FloorA) |
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t.AddSprite(sandstoneSS.TopDoorClosedR) |
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// Add fading exit hall. |
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for i := 1; i < 3; i++ { |
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colorScale := fadeA |
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if i == 2 { |
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colorScale = fadeB |
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} |
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t = l.Tile(l.exitX, l.exitY-i) |
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if t != nil { |
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t.AddSprite(sandstoneSS.FloorA) |
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t.AddSprite(sandstoneSS.WallLeft) |
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t.forceColorScale = colorScale |
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} |
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t = l.Tile(l.exitX+1, l.exitY-i) |
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if t != nil { |
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t.AddSprite(sandstoneSS.FloorA) |
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t.AddSprite(sandstoneSS.WallRight) |
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t.forceColorScale = colorScale |
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} |
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} |
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// TODO make it more obvious players should enter it (arrow on first level?) |
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// TODO two frame sprite arrow animation |
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// TODO special door for final exit |
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l.bakeLightmap() |
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return l, nil |
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} |
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// Tile returns the tile at the provided coordinates, or nil. |
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func (l *Level) Tile(x, y int) *Tile { |
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if x >= 0 && y >= 0 && x < l.w && y < l.h { |
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return l.tiles[y][x] |
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} |
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return nil |
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} |
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// Size returns the size of the Level. |
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func (l *Level) Size() (width, height int) { |
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return l.w, l.h |
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} |
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func (l *Level) isFloor(x float64, y float64) bool { |
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t := l.Tile(int(math.Floor(x+.5)), int(math.Floor(y+.5))) |
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if t == nil { |
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return false |
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} |
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if !t.floor { |
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return false |
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} |
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return true |
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} |
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func (l *Level) newSpawnLocation() (float64, float64) { |
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SPAWNLOCATION: |
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for { |
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x := float64(1 + rand.Intn(l.w-2)) |
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y := float64(1 + rand.Intn(l.h-2)) |
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if !l.isFloor(x, y) { |
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continue |
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} |
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// Too close to player. |
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playerSafeSpace := 11.0 |
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dx, dy := deltaXY(x, y, l.player.x, l.player.y) |
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if dx <= playerSafeSpace && dy <= playerSafeSpace { |
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continue |
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} |
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// Too close to entrance. |
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exitSafeSpace := 9.0 |
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dx, dy = deltaXY(x, y, float64(l.enterX), float64(l.enterY)) |
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if dx <= exitSafeSpace && dy <= exitSafeSpace { |
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continue |
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} |
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// Too close to garlic or holy water. |
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garlicSafeSpace := 2.0 |
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for _, item := range l.items { |
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if item.health == 0 { |
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continue |
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} |
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dx, dy = deltaXY(x, y, item.x, item.y) |
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if dx <= garlicSafeSpace && dy <= garlicSafeSpace { |
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continue SPAWNLOCATION |
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} |
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} |
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return x, y |
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} |
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} |
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func (l *Level) bakeLightmap() { |
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for x := 0; x < l.w; x++ { |
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for y := 0; y < l.h; y++ { |
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t := l.tiles[y][x] |
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v := t.forceColorScale |
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if v == 0 { |
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for _, torch := range l.torches { |
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if torch.health == 0 { |
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continue |
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} |
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torchV := colorScaleValue(float64(x), float64(y), torch.x, torch.y) |
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v += torchV |
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} |
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} |
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t.colorScale = v |
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} |
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} |
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} |
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func (l *Level) bakePartialLightmap(lx, ly int) { |
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radius := 16 |
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for x := lx - radius; x < lx+radius; x++ { |
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for y := ly - radius; y < ly+radius; y++ { |
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t := l.Tile(x, y) |
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if t == nil { |
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continue |
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} |
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v := 0.0 |
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for _, torch := range l.torches { |
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if torch.health == 0 { |
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continue |
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} |
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torchV := colorScaleValue(float64(x), float64(y), torch.x, torch.y) |
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v += torchV |
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} |
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t.colorScale = v |
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} |
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} |
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} |
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func (l *Level) addCreep(creepType int) *gameCreep { |
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c := newCreep(creepType, l, l.player) |
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l.creeps = append(l.creeps, c) |
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return c |
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} |
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func angle(x1, y1, x2, y2 float64) float64 { |
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return math.Atan2(y1-y2, x1-x2) |
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} |
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func colorScaleValue(x, y, bx, by float64) float64 { |
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dx, dy := deltaXY(x, y, bx, by) |
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sD := 7 / (dx + dy) |
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if sD > 1 { |
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sD = 1 |
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} |
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sDB := sD |
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if dx > 4 { |
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sDB *= 0.6 / (dx / 4) |
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} |
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if dy > 4 { |
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sDB *= 0.6 / (dy / 4) |
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} |
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sD = sD * 2 * sDB |
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if sD > 1 { |
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sD = 1 |
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} |
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return sD |
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}
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