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| author | salmonik <raisersoft@proton.me> | 2026-07-10 21:16:59 +0200 |
|---|---|---|
| committer | salmonik <raisersoft@proton.me> | 2026-07-10 21:16:59 +0200 |
| commit | c8eae871002b57f45b29a2d158e384433e76a90c (patch) | |
| tree | f521d4535649ee4d515271af58b842a8e192e20f | |
| parent | fix floor warping (diff) | |
| download | dungeon-c8eae871002b57f45b29a2d158e384433e76a90c.tar.gz dungeon-c8eae871002b57f45b29a2d158e384433e76a90c.zip | |
Phase 2
| -rw-r--r-- | src/game.rs | 1155 | ||||
| -rw-r--r-- | src/main.rs | 145 | ||||
| -rw-r--r-- | src/renderer.rs | 404 | ||||
| -rw-r--r-- | src/texture.rs | 49 |
4 files changed, 1596 insertions, 157 deletions
diff --git a/src/game.rs b/src/game.rs index 4bedecc..80ee0c6 100644 --- a/src/game.rs +++ b/src/game.rs | |||
| @@ -1,5 +1,16 @@ | |||
| 1 | use rand::Rng; | 1 | use rand::Rng; |
| 2 | 2 | ||
| 3 | // --------------- game state machine --------------- | ||
| 4 | |||
| 5 | #[derive(Clone, Copy, PartialEq, Eq)] | ||
| 6 | pub enum GameState { | ||
| 7 | WaitingForInput, | ||
| 8 | AnimatingPlayer, | ||
| 9 | AnimatingEnemies, | ||
| 10 | ResolvingTurn, | ||
| 11 | GameOver, | ||
| 12 | } | ||
| 13 | |||
| 3 | // --------------- maze grid --------------- | 14 | // --------------- maze grid --------------- |
| 4 | 15 | ||
| 5 | #[derive(Clone, Copy, PartialEq, Eq)] | 16 | #[derive(Clone, Copy, PartialEq, Eq)] |
| @@ -9,77 +20,271 @@ pub enum Cell { | |||
| 9 | Exit, | 20 | Exit, |
| 10 | } | 21 | } |
| 11 | 22 | ||
| 23 | /// An item the player can pick up. | ||
| 24 | #[derive(Clone, Copy, PartialEq, Eq)] | ||
| 25 | pub enum PickupType { | ||
| 26 | Food, | ||
| 27 | Pill, | ||
| 28 | Bandage, | ||
| 29 | Weapon { base_damage: u32 }, | ||
| 30 | } | ||
| 31 | |||
| 32 | /// Something occupying a maze cell (other than walls). | ||
| 33 | #[derive(Clone)] | ||
| 34 | pub enum Entity { | ||
| 35 | #[allow(dead_code)] | ||
| 36 | Enemy { | ||
| 37 | hp: u32, | ||
| 38 | max_hp: u32, | ||
| 39 | damage: u32, | ||
| 40 | }, | ||
| 41 | Hallucination { | ||
| 42 | persistent: bool, | ||
| 43 | hp: u32, | ||
| 44 | }, | ||
| 45 | Pickup(PickupType), | ||
| 46 | HallucinatedPickup(PickupType), | ||
| 47 | } | ||
| 48 | |||
| 49 | /// An item carried in the player's inventory. | ||
| 50 | #[derive(Clone, Copy)] | ||
| 51 | pub struct InventoryItem { | ||
| 52 | pub pickup: PickupType, | ||
| 53 | pub is_hallucination: bool, | ||
| 54 | } | ||
| 55 | |||
| 12 | pub struct Maze { | 56 | pub struct Maze { |
| 13 | cells: Vec<Cell>, | 57 | cells: Vec<Cell>, |
| 58 | entities: Vec<Option<Entity>>, | ||
| 14 | width: usize, | 59 | width: usize, |
| 15 | height: usize, | 60 | height: usize, |
| 61 | pub exit_x: usize, | ||
| 62 | pub exit_y: usize, | ||
| 63 | } | ||
| 64 | |||
| 65 | /// A rectangular room placed on the grid. | ||
| 66 | struct Room { | ||
| 67 | x: usize, // top-left column | ||
| 68 | y: usize, // top-left row | ||
| 69 | w: usize, // interior width (cells) | ||
| 70 | h: usize, // interior height (cells) | ||
| 71 | cx: usize, // centre column (for corridor connections) | ||
| 72 | cy: usize, // centre row | ||
| 16 | } | 73 | } |
| 17 | 74 | ||
| 18 | impl Maze { | 75 | impl Maze { |
| 19 | /// Recursive-backtracker perfect maze. `room_w × room_h` is the logical | 76 | /// Generate a rooms-and-corridors dungeon for the given Depth. |
| 20 | /// room count; the actual grid will be `(room_w*2+1) × (room_h*2+1)`. | 77 | pub fn generate(depth: u64, rng: &mut impl Rng) -> (Self, (f64, f64)) { |
| 21 | pub fn generate(room_w: usize, room_h: usize, rng: &mut impl Rng) -> Self { | 78 | let size = grid_size_for_depth(depth); |
| 22 | let w = room_w * 2 + 1; | 79 | let room_target = room_count_for_size(size); |
| 23 | let h = room_h * 2 + 1; | ||
| 24 | 80 | ||
| 81 | let w = size; | ||
| 82 | let h = size; | ||
| 25 | let mut cells = vec![Cell::Wall; w * h]; | 83 | let mut cells = vec![Cell::Wall; w * h]; |
| 26 | cells[1 * w + 1] = Cell::Passage; | ||
| 27 | 84 | ||
| 28 | let mut stack = vec![(1usize, 1usize)]; | 85 | // ---- Phase 1: place rooms ---- |
| 86 | let mut rooms: Vec<Room> = Vec::new(); | ||
| 87 | let max_attempts = 300; | ||
| 29 | 88 | ||
| 30 | while let Some(&(cy, cx)) = stack.last() { | 89 | for _ in 0..max_attempts { |
| 31 | let mut unvisited = Vec::new(); | 90 | if rooms.len() >= room_target { |
| 91 | break; | ||
| 92 | } | ||
| 32 | 93 | ||
| 33 | for (dy, dx) in [(-2isize, 0isize), (2, 0), (0, -2), (0, 2)] { | 94 | let rw = rng.gen_range(3usize..=6); |
| 34 | let ny = cy as isize + dy; | 95 | let rh = rng.gen_range(3usize..=6); |
| 35 | let nx = cx as isize + dx; | 96 | |
| 36 | if ny >= 1 && ny < (h - 1) as isize && nx >= 1 && nx < (w - 1) as isize { | 97 | // Keep rooms away from the outer border by at least 2 cells |
| 37 | if cells[ny as usize * w + nx as usize] == Cell::Wall { | 98 | // so corridors have room to connect to them. |
| 38 | unvisited.push((ny as usize, nx as usize)); | 99 | if rw + 2 >= w || rh + 2 >= h { |
| 39 | } | 100 | continue; |
| 101 | } | ||
| 102 | let rx = rng.gen_range(2..(w - rw - 2)); | ||
| 103 | let ry = rng.gen_range(2..(h - rh - 2)); | ||
| 104 | |||
| 105 | // Check overlap with 1-cell buffer. | ||
| 106 | let mut overlaps = false; | ||
| 107 | for room in &rooms { | ||
| 108 | if rx < room.x + room.w + 1 | ||
| 109 | && rx + rw + 1 > room.x | ||
| 110 | && ry < room.y + room.h + 1 | ||
| 111 | && ry + rh + 1 > room.y | ||
| 112 | { | ||
| 113 | overlaps = true; | ||
| 114 | break; | ||
| 40 | } | 115 | } |
| 41 | } | 116 | } |
| 42 | 117 | ||
| 43 | if unvisited.is_empty() { | 118 | if !overlaps { |
| 44 | stack.pop(); | 119 | // Carve room interior. |
| 45 | } else { | 120 | for dy in 0..rh { |
| 46 | let idx = rng.gen_range(0..unvisited.len()); | 121 | for dx in 0..rw { |
| 47 | let (ny, nx) = unvisited[idx]; | 122 | cells[(ry + dy) * w + (rx + dx)] = Cell::Passage; |
| 123 | } | ||
| 124 | } | ||
| 48 | 125 | ||
| 49 | // carve the wall between current cell and chosen neighbour | 126 | rooms.push(Room { |
| 50 | let wall_y = (cy + ny) / 2; | 127 | x: rx, |
| 51 | let wall_x = (cx + nx) / 2; | 128 | y: ry, |
| 52 | cells[wall_y * w + wall_x] = Cell::Passage; | 129 | w: rw, |
| 53 | cells[ny * w + nx] = Cell::Passage; | 130 | h: rh, |
| 131 | cx: rx + rw / 2, | ||
| 132 | cy: ry + rh / 2, | ||
| 133 | }); | ||
| 134 | } | ||
| 135 | } | ||
| 54 | 136 | ||
| 55 | stack.push((ny, nx)); | 137 | // We need at least 2 rooms. |
| 138 | if rooms.len() < 2 { | ||
| 139 | // Fallback: force-place two small rooms. | ||
| 140 | rooms.clear(); | ||
| 141 | cells.fill(Cell::Wall); | ||
| 142 | for i in 0..2 { | ||
| 143 | let rx = 2 + i * (w - 8); | ||
| 144 | let ry = 2 + i * (h - 8); | ||
| 145 | let rw = 4; | ||
| 146 | let rh = 4; | ||
| 147 | for dy in 0..rh { | ||
| 148 | for dx in 0..rw { | ||
| 149 | let px = (rx + dx).min(w - 1); | ||
| 150 | let py = (ry + dy).min(h - 1); | ||
| 151 | cells[py * w + px] = Cell::Passage; | ||
| 152 | } | ||
| 153 | } | ||
| 154 | rooms.push(Room { | ||
| 155 | x: rx, | ||
| 156 | y: ry, | ||
| 157 | w: rw, | ||
| 158 | h: rh, | ||
| 159 | cx: rx + rw / 2, | ||
| 160 | cy: ry + rh / 2, | ||
| 161 | }); | ||
| 56 | } | 162 | } |
| 57 | } | 163 | } |
| 58 | 164 | ||
| 59 | // ---- place exit in a far-away passage ---- | 165 | // ---- Phase 2: connect rooms with a spanning tree (Prim) ---- |
| 60 | let mut passages: Vec<(f64, usize, usize)> = Vec::new(); | 166 | let mut connected = vec![false; rooms.len()]; |
| 61 | for y in (1..h).step_by(2) { | 167 | connected[0] = true; |
| 62 | for x in (1..w).step_by(2) { | 168 | let mut edges: Vec<(usize, usize, usize)> = Vec::new(); // (dist, from, to) |
| 63 | if cells[y * w + x] == Cell::Passage && !(y == 1 && x == 1) { | 169 | |
| 64 | let dist = ((y as f64 - 1.0).powi(2) + (x as f64 - 1.0).powi(2)).sqrt(); | 170 | loop { |
| 65 | passages.push((dist, y, x)); | 171 | edges.clear(); |
| 172 | for (i, ri) in rooms.iter().enumerate() { | ||
| 173 | if !connected[i] { | ||
| 174 | continue; | ||
| 66 | } | 175 | } |
| 176 | for (j, rj) in rooms.iter().enumerate() { | ||
| 177 | if connected[j] { | ||
| 178 | continue; | ||
| 179 | } | ||
| 180 | let dist = manhattan( | ||
| 181 | ri.cx as isize, | ||
| 182 | ri.cy as isize, | ||
| 183 | rj.cx as isize, | ||
| 184 | rj.cy as isize, | ||
| 185 | ); | ||
| 186 | edges.push((dist as usize, i, j)); | ||
| 187 | } | ||
| 188 | } | ||
| 189 | |||
| 190 | if edges.is_empty() { | ||
| 191 | break; | ||
| 67 | } | 192 | } |
| 193 | |||
| 194 | edges.sort_by_key(|e| e.0); | ||
| 195 | // Pick from the nearest few for variety. | ||
| 196 | let pick = rng.gen_range(0..(edges.len().min(3))); | ||
| 197 | let (_dist, from, to) = edges[pick]; | ||
| 198 | |||
| 199 | carve_corridor( | ||
| 200 | &mut cells, | ||
| 201 | w, | ||
| 202 | rooms[from].cx, | ||
| 203 | rooms[from].cy, | ||
| 204 | rooms[to].cx, | ||
| 205 | rooms[to].cy, | ||
| 206 | rng, | ||
| 207 | ); | ||
| 208 | connected[to] = true; | ||
| 68 | } | 209 | } |
| 69 | 210 | ||
| 70 | if !passages.is_empty() { | 211 | // ---- Phase 3: add a few extra connections for loops ---- |
| 71 | passages.sort_by(|a, b| b.0.partial_cmp(&a.0).unwrap()); | 212 | let extra_connections = (rooms.len() / 5).max(1); |
| 72 | let far_count = (passages.len() / 4).max(1); | 213 | for _ in 0..extra_connections { |
| 73 | let idx = rng.gen_range(0..far_count); | 214 | let a = rng.gen_range(0..rooms.len()); |
| 74 | let (_, ey, ex) = passages[idx]; | 215 | let b = rng.gen_range(0..rooms.len()); |
| 75 | cells[ey * w + ex] = Cell::Exit; | 216 | if a != b { |
| 217 | let dist = manhattan( | ||
| 218 | rooms[a].cx as isize, | ||
| 219 | rooms[a].cy as isize, | ||
| 220 | rooms[b].cx as isize, | ||
| 221 | rooms[b].cy as isize, | ||
| 222 | ); | ||
| 223 | // Only add short extra connections to avoid spaghetti. | ||
| 224 | if dist < (w as isize + h as isize) / 4 { | ||
| 225 | carve_corridor( | ||
| 226 | &mut cells, | ||
| 227 | w, | ||
| 228 | rooms[a].cx, | ||
| 229 | rooms[a].cy, | ||
| 230 | rooms[b].cx, | ||
| 231 | rooms[b].cy, | ||
| 232 | rng, | ||
| 233 | ); | ||
| 234 | } | ||
| 235 | } | ||
| 76 | } | 236 | } |
| 77 | 237 | ||
| 78 | Self { | 238 | // ---- Phase 4: place exit in the room farthest from start ---- |
| 79 | cells, | 239 | let start_room_idx = 0; // first room placed is near top-left |
| 80 | width: w, | 240 | let mut farthest = 0; |
| 81 | height: h, | 241 | let mut farthest_dist = 0.0f64; |
| 242 | for (i, room) in rooms.iter().enumerate() { | ||
| 243 | if i == start_room_idx { | ||
| 244 | continue; | ||
| 245 | } | ||
| 246 | let dx = room.cx as f64 - rooms[start_room_idx].cx as f64; | ||
| 247 | let dy = room.cy as f64 - rooms[start_room_idx].cy as f64; | ||
| 248 | let d = (dx * dx + dy * dy).sqrt(); | ||
| 249 | if d > farthest_dist { | ||
| 250 | farthest_dist = d; | ||
| 251 | farthest = i; | ||
| 252 | } | ||
| 82 | } | 253 | } |
| 254 | |||
| 255 | let exit_room = &rooms[farthest]; | ||
| 256 | let exit_x = exit_room.cx; | ||
| 257 | let exit_y = exit_room.cy; | ||
| 258 | cells[exit_y * w + exit_x] = Cell::Exit; | ||
| 259 | |||
| 260 | // Player starts in the first room. | ||
| 261 | let start_x = rooms[start_room_idx].cx as f64 + 0.5; | ||
| 262 | let start_y = rooms[start_room_idx].cy as f64 + 0.5; | ||
| 263 | |||
| 264 | // ---- Phase 5: place entities ---- | ||
| 265 | let mut entities: Vec<Option<Entity>> = vec![None; w * h]; | ||
| 266 | place_entities( | ||
| 267 | &cells, | ||
| 268 | &mut entities, | ||
| 269 | w, | ||
| 270 | h, | ||
| 271 | depth, | ||
| 272 | start_x as usize, | ||
| 273 | start_y as usize, | ||
| 274 | rng, | ||
| 275 | ); | ||
| 276 | |||
| 277 | ( | ||
| 278 | Self { | ||
| 279 | cells, | ||
| 280 | entities, | ||
| 281 | width: w, | ||
| 282 | height: h, | ||
| 283 | exit_x, | ||
| 284 | exit_y, | ||
| 285 | }, | ||
| 286 | (start_x, start_y), | ||
| 287 | ) | ||
| 83 | } | 288 | } |
| 84 | 289 | ||
| 85 | #[inline] | 290 | #[inline] |
| @@ -116,89 +321,873 @@ impl Maze { | |||
| 116 | pub fn height(&self) -> usize { | 321 | pub fn height(&self) -> usize { |
| 117 | self.height | 322 | self.height |
| 118 | } | 323 | } |
| 324 | |||
| 325 | // ---- entity accessors ---- | ||
| 326 | |||
| 327 | /// Get the entity at grid coordinates, if any. | ||
| 328 | pub fn entity_at(&self, x: usize, y: usize) -> Option<&Entity> { | ||
| 329 | self.entities | ||
| 330 | .get(y * self.width + x) | ||
| 331 | .and_then(|e| e.as_ref()) | ||
| 332 | } | ||
| 333 | |||
| 334 | /// Mutable reference to entity at grid coordinates. | ||
| 335 | pub fn entity_at_mut(&mut self, x: usize, y: usize) -> Option<&mut Entity> { | ||
| 336 | self.entities | ||
| 337 | .get_mut(y * self.width + x) | ||
| 338 | .and_then(|e| e.as_mut()) | ||
| 339 | } | ||
| 340 | |||
| 341 | /// Remove and return the entity at grid coordinates. | ||
| 342 | pub fn take_entity(&mut self, x: usize, y: usize) -> Option<Entity> { | ||
| 343 | self.entities | ||
| 344 | .get_mut(y * self.width + x) | ||
| 345 | .and_then(|e| e.take()) | ||
| 346 | } | ||
| 347 | |||
| 348 | /// Check if a cell is occupied by any entity. | ||
| 349 | #[allow(dead_code)] | ||
| 350 | pub fn is_occupied(&self, x: usize, y: usize) -> bool { | ||
| 351 | self.entity_at(x, y).is_some() | ||
| 352 | } | ||
| 353 | |||
| 354 | /// Check if the entity at a cell is a persistent hallucination. | ||
| 355 | #[allow(dead_code)] | ||
| 356 | pub fn is_persistent_hallucination(&self, x: usize, y: usize) -> bool { | ||
| 357 | matches!( | ||
| 358 | self.entity_at(x, y), | ||
| 359 | Some(Entity::Hallucination { | ||
| 360 | persistent: true, | ||
| 361 | .. | ||
| 362 | }) | ||
| 363 | ) | ||
| 364 | } | ||
| 119 | } | 365 | } |
| 120 | 366 | ||
| 121 | // --------------- player --------------- | 367 | // ---- Maze helpers ---- |
| 122 | 368 | ||
| 123 | pub struct Player { | 369 | fn grid_size_for_depth(depth: u64) -> usize { |
| 124 | pub x: f64, | 370 | match depth { |
| 125 | pub y: f64, | 371 | 1..=3 => 33, |
| 126 | pub angle: f64, // radians, 0 = +x (east), π/2 = +y (south) | 372 | 4..=7 => 41, |
| 373 | 8..=12 => 49, | ||
| 374 | _ => 57, | ||
| 375 | } | ||
| 127 | } | 376 | } |
| 128 | 377 | ||
| 129 | impl Player { | 378 | fn room_count_for_size(size: usize) -> usize { |
| 130 | pub fn new(x: f64, y: f64, angle: f64) -> Self { | 379 | match size { |
| 131 | Self { x, y, angle } | 380 | 33 => 8, |
| 381 | 41 => 12, | ||
| 382 | 49 => 16, | ||
| 383 | _ => 20, | ||
| 384 | } | ||
| 385 | } | ||
| 386 | |||
| 387 | fn manhattan(x1: isize, y1: isize, x2: isize, y2: isize) -> isize { | ||
| 388 | (x1 - x2).abs() + (y1 - y2).abs() | ||
| 389 | } | ||
| 390 | |||
| 391 | /// Carve an L-shaped corridor between two points. Randomly picks | ||
| 392 | /// horizontal-first or vertical-first, and widens to 2 cells occasionally. | ||
| 393 | fn carve_corridor( | ||
| 394 | cells: &mut Vec<Cell>, | ||
| 395 | grid_w: usize, | ||
| 396 | x1: usize, | ||
| 397 | y1: usize, | ||
| 398 | x2: usize, | ||
| 399 | y2: usize, | ||
| 400 | rng: &mut impl Rng, | ||
| 401 | ) { | ||
| 402 | let cx = x1 as isize; | ||
| 403 | let cy = y1 as isize; | ||
| 404 | let tx = x2 as isize; | ||
| 405 | let ty = y2 as isize; | ||
| 406 | |||
| 407 | let wide = rng.gen_bool(0.3); // 30% chance of 2-wide corridor | ||
| 408 | |||
| 409 | if rng.gen_bool(0.5) { | ||
| 410 | // Horizontal, then vertical. | ||
| 411 | carve_line(cells, grid_w, cx, cy, tx, cy, wide); | ||
| 412 | carve_line(cells, grid_w, tx, cy, tx, ty, wide); | ||
| 413 | } else { | ||
| 414 | // Vertical, then horizontal. | ||
| 415 | carve_line(cells, grid_w, cx, cy, cx, ty, wide); | ||
| 416 | carve_line(cells, grid_w, cx, ty, tx, ty, wide); | ||
| 132 | } | 417 | } |
| 418 | } | ||
| 419 | |||
| 420 | /// Carve a straight line of passages from (x1,y1) to (x2,y2). | ||
| 421 | /// If `wide` is true, also clears the adjacent parallel cell. | ||
| 422 | fn carve_line( | ||
| 423 | cells: &mut Vec<Cell>, | ||
| 424 | grid_w: usize, | ||
| 425 | x1: isize, | ||
| 426 | y1: isize, | ||
| 427 | x2: isize, | ||
| 428 | y2: isize, | ||
| 429 | wide: bool, | ||
| 430 | ) { | ||
| 431 | let dx = (x2 - x1).signum(); | ||
| 432 | let dy = (y2 - y1).signum(); | ||
| 433 | let steps = (x2 - x1).abs().max((y2 - y1).abs()); | ||
| 434 | |||
| 435 | let perp_dx = -dy; // perpendicular for widening | ||
| 436 | let perp_dy = dx; | ||
| 437 | |||
| 438 | let mut x = x1; | ||
| 439 | let mut y = y1; | ||
| 133 | 440 | ||
| 134 | pub fn rotate(&mut self, delta: f64) { | 441 | for _ in 0..=steps { |
| 135 | self.angle = (self.angle + delta).rem_euclid(2.0 * std::f64::consts::PI); | 442 | if x >= 0 && x < grid_w as isize && y >= 0 && y < grid_w as isize { |
| 443 | cells[y as usize * grid_w + x as usize] = Cell::Passage; | ||
| 444 | } | ||
| 445 | if wide { | ||
| 446 | let wx = x + perp_dx; | ||
| 447 | let wy = y + perp_dy; | ||
| 448 | if wx >= 0 && wx < grid_w as isize && wy >= 0 && wy < grid_w as isize { | ||
| 449 | cells[wy as usize * grid_w + wx as usize] = Cell::Passage; | ||
| 450 | } | ||
| 451 | } | ||
| 452 | x += dx; | ||
| 453 | y += dy; | ||
| 136 | } | 454 | } |
| 455 | } | ||
| 137 | 456 | ||
| 138 | /// Apply a raw (dx, dy) displacement with wall-sliding collision. | 457 | /// Place enemies, hallucinations, and pickups in random passage cells. |
| 139 | /// Checks are done per-axis so the player slides along walls naturally. | 458 | fn place_entities( |
| 140 | pub fn try_move(&mut self, dx: f64, dy: f64, maze: &Maze) { | 459 | cells: &[Cell], |
| 141 | let m = 0.35; // collision margin — keeps the camera out of walls | 460 | entities: &mut [Option<Entity>], |
| 461 | w: usize, | ||
| 462 | h: usize, | ||
| 463 | depth: u64, | ||
| 464 | start_x: usize, | ||
| 465 | start_y: usize, | ||
| 466 | rng: &mut impl Rng, | ||
| 467 | ) { | ||
| 468 | // Collect eligible passage cells (not start, not exit). | ||
| 469 | let mut candidates: Vec<(usize, usize)> = Vec::new(); | ||
| 470 | for y in 1..h - 1 { | ||
| 471 | for x in 1..w - 1 { | ||
| 472 | if cells[y * w + x] == Cell::Passage && !(x == start_x && y == start_y) { | ||
| 473 | candidates.push((x, y)); | ||
| 474 | } | ||
| 475 | } | ||
| 476 | } | ||
| 142 | 477 | ||
| 143 | let nx = self.x + dx; | 478 | if candidates.is_empty() { |
| 144 | if maze.is_passage_at_float(nx + m, self.y + m) | 479 | return; |
| 145 | && maze.is_passage_at_float(nx + m, self.y - m) | 480 | } |
| 146 | && maze.is_passage_at_float(nx - m, self.y + m) | 481 | |
| 147 | && maze.is_passage_at_float(nx - m, self.y - m) | 482 | // Shuffle for random placement. |
| 148 | { | 483 | shuffle_slice(&mut candidates, rng); |
| 149 | self.x = nx; | 484 | let mut next = 0usize; |
| 485 | |||
| 486 | // --- real enemies --- | ||
| 487 | let enemy_count = 3 + depth as usize * 2; | ||
| 488 | for _ in 0..enemy_count { | ||
| 489 | if next >= candidates.len() { | ||
| 490 | break; | ||
| 150 | } | 491 | } |
| 492 | let (x, y) = candidates[next]; | ||
| 493 | next += 1; | ||
| 151 | 494 | ||
| 152 | let ny = self.y + dy; | 495 | let (hp_range, damage) = enemy_stats_for_depth(depth); |
| 153 | if maze.is_passage_at_float(self.x + m, ny + m) | 496 | let max_hp = rng.gen_range(hp_range.0..=hp_range.1); |
| 154 | && maze.is_passage_at_float(self.x - m, ny + m) | 497 | let dmg = if damage.0 == damage.1 { |
| 155 | && maze.is_passage_at_float(self.x + m, ny - m) | 498 | damage.0 |
| 156 | && maze.is_passage_at_float(self.x - m, ny - m) | 499 | } else { |
| 157 | { | 500 | rng.gen_range(damage.0..=damage.1) |
| 158 | self.y = ny; | 501 | }; |
| 502 | |||
| 503 | entities[y * w + x] = Some(Entity::Enemy { | ||
| 504 | hp: max_hp, | ||
| 505 | max_hp, | ||
| 506 | damage: dmg, | ||
| 507 | }); | ||
| 508 | } | ||
| 509 | |||
| 510 | // --- hallucinations (1-2 per level) --- | ||
| 511 | let hall_count = rng.gen_range(1..=2); | ||
| 512 | for _ in 0..hall_count { | ||
| 513 | if next >= candidates.len() { | ||
| 514 | break; | ||
| 515 | } | ||
| 516 | let (x, y) = candidates[next]; | ||
| 517 | next += 1; | ||
| 518 | entities[y * w + x] = Some(Entity::Hallucination { | ||
| 519 | persistent: false, | ||
| 520 | hp: 1, | ||
| 521 | }); | ||
| 522 | } | ||
| 523 | |||
| 524 | // --- real pickups --- | ||
| 525 | let pickup_count = 2 + (depth as usize / 2); | ||
| 526 | for i in 0..pickup_count { | ||
| 527 | if next >= candidates.len() { | ||
| 528 | break; | ||
| 529 | } | ||
| 530 | let (x, y) = candidates[next]; | ||
| 531 | next += 1; | ||
| 532 | |||
| 533 | let pt = if i == 0 && depth % 2 == 0 { | ||
| 534 | // Guaranteed weapon every even depth. | ||
| 535 | let base_dmg = 2 + depth as u32 / 3; | ||
| 536 | PickupType::Weapon { | ||
| 537 | base_damage: base_dmg, | ||
| 538 | } | ||
| 539 | } else { | ||
| 540 | random_pickup_type(rng, false) | ||
| 541 | }; | ||
| 542 | |||
| 543 | entities[y * w + x] = Some(Entity::Pickup(pt)); | ||
| 544 | } | ||
| 545 | |||
| 546 | // --- hallucinated pickups --- | ||
| 547 | let fake_count = if depth >= 3 { rng.gen_range(1..=2) } else { 0 }; | ||
| 548 | for _ in 0..fake_count { | ||
| 549 | if next >= candidates.len() { | ||
| 550 | break; | ||
| 551 | } | ||
| 552 | let (x, y) = candidates[next]; | ||
| 553 | next += 1; | ||
| 554 | let pt = random_pickup_type(rng, true); | ||
| 555 | entities[y * w + x] = Some(Entity::HallucinatedPickup(pt)); | ||
| 556 | } | ||
| 557 | } | ||
| 558 | |||
| 559 | fn enemy_stats_for_depth(depth: u64) -> ((u32, u32), (u32, u32)) { | ||
| 560 | match depth { | ||
| 561 | 1 => ((1, 1), (1, 1)), | ||
| 562 | 2..=3 => ((2, 3), (1, 1)), | ||
| 563 | 4..=6 => ((3, 5), (1, 2)), | ||
| 564 | 7..=9 => ((5, 8), (2, 2)), | ||
| 565 | _ => ((8, 12), (2, 3)), | ||
| 566 | } | ||
| 567 | } | ||
| 568 | |||
| 569 | fn random_pickup_type(rng: &mut impl Rng, include_weapon: bool) -> PickupType { | ||
| 570 | let roll = rng.gen_range(0..100); | ||
| 571 | if include_weapon && roll < 15 { | ||
| 572 | PickupType::Weapon { | ||
| 573 | base_damage: rng.gen_range(2..=4), | ||
| 159 | } | 574 | } |
| 575 | } else if roll < 45 { | ||
| 576 | PickupType::Food | ||
| 577 | } else if roll < 75 { | ||
| 578 | PickupType::Pill | ||
| 579 | } else { | ||
| 580 | PickupType::Bandage | ||
| 581 | } | ||
| 582 | } | ||
| 583 | |||
| 584 | /// Fisher-Yates shuffle on a slice. | ||
| 585 | fn shuffle_slice<T>(slice: &mut [T], rng: &mut impl Rng) { | ||
| 586 | for i in (1..slice.len()).rev() { | ||
| 587 | let j = rng.gen_range(0..=i); | ||
| 588 | slice.swap(i, j); | ||
| 589 | } | ||
| 590 | } | ||
| 591 | |||
| 592 | // --------------- player --------------- | ||
| 593 | |||
| 594 | pub struct Player { | ||
| 595 | pub x: f64, | ||
| 596 | pub y: f64, | ||
| 597 | pub angle: f64, // radians, 0 = +x (east), π/2 = +y (south) | ||
| 598 | } | ||
| 599 | |||
| 600 | impl Player { | ||
| 601 | pub fn new(x: f64, y: f64, angle: f64) -> Self { | ||
| 602 | Self { x, y, angle } | ||
| 160 | } | 603 | } |
| 161 | } | 604 | } |
| 162 | 605 | ||
| 163 | // --------------- top-level game --------------- | 606 | // --------------- top-level game --------------- |
| 164 | 607 | ||
| 608 | const MOVE_DURATION: f64 = 0.18; // seconds to walk one tile | ||
| 609 | const TURN_DURATION: f64 = 0.12; // seconds for a 90° turn | ||
| 610 | const ENEMY_ANIM_DURATION: f64 = 0.10; // seconds for enemy movement | ||
| 611 | |||
| 612 | pub const MAX_HP: u32 = 5; | ||
| 613 | pub const MAX_SANITY: u32 = 100; | ||
| 614 | pub const MAX_WEAKNESS: u32 = 100; | ||
| 615 | |||
| 165 | pub struct Game { | 616 | pub struct Game { |
| 166 | pub maze: Maze, | 617 | pub maze: Maze, |
| 167 | pub player: Player, | 618 | pub player: Player, |
| 168 | pub wall_texture: Vec<u32>, | 619 | pub wall_texture: Vec<u32>, |
| 169 | pub floor_texture: Vec<u32>, | 620 | pub floor_texture: Vec<u32>, |
| 621 | pub exit_texture: Vec<u32>, | ||
| 622 | |||
| 623 | // ---- turn-based resources ---- | ||
| 624 | pub hp: u32, | ||
| 625 | pub max_hp: u32, | ||
| 626 | pub sanity: u32, // 0..100 | ||
| 627 | pub weakness: u32, // 0..100; max = HP drain | ||
| 628 | |||
| 629 | /// Whole turns elapsed (displayed in HUD as heartbeats). | ||
| 630 | pub heartbeat_count: u64, | ||
| 631 | |||
| 632 | // ---- state machine ---- | ||
| 633 | pub state: GameState, | ||
| 634 | |||
| 635 | // ---- score tracking ---- | ||
| 636 | pub kills: u64, | ||
| 637 | pub depth: u64, | ||
| 638 | |||
| 639 | // ---- weapon & inventory ---- | ||
| 640 | pub weapon_base_damage: u32, | ||
| 641 | pub inventory: [Option<InventoryItem>; 4], | ||
| 642 | pub selected_slot: usize, | ||
| 643 | |||
| 644 | // ---- message log ---- | ||
| 645 | pub message: String, | ||
| 646 | pub message_turns: u32, | ||
| 647 | |||
| 648 | // ---- animation: player movement ---- | ||
| 649 | pub moving: bool, | ||
| 650 | move_start: (f64, f64), | ||
| 651 | move_target: (f64, f64), | ||
| 652 | move_t: f64, // 0.0 → 1.0 | ||
| 653 | |||
| 654 | // ---- animation: player turn ---- | ||
| 655 | pub turning: bool, | ||
| 656 | turn_start: f64, | ||
| 657 | turn_delta: f64, // signed radians to rotate | ||
| 658 | turn_t: f64, | ||
| 659 | |||
| 660 | // ---- animation: enemies ---- | ||
| 661 | enemy_anim_t: f64, | ||
| 662 | } | ||
| 663 | |||
| 664 | fn smoothstep(t: f64) -> f64 { | ||
| 665 | t * t * (3.0 - 2.0 * t) | ||
| 170 | } | 666 | } |
| 171 | 667 | ||
| 172 | impl Game { | 668 | impl Game { |
| 173 | pub fn new() -> Self { | 669 | pub fn new() -> Self { |
| 174 | let mut rng = rand::thread_rng(); | 670 | let mut rng = rand::thread_rng(); |
| 175 | let maze = Maze::generate(16, 16, &mut rng); // 33×33 grid | 671 | let depth = 1; |
| 176 | let player = Player::new(1.5, 1.5, 0.0); // start centre of (1,1), facing east | 672 | let (maze, (start_x, start_y)) = Maze::generate(depth, &mut rng); |
| 673 | let player = Player::new(start_x, start_y, 0.0); // facing east | ||
| 177 | let wall_texture = crate::texture::generate_wall_texture(&mut rng); | 674 | let wall_texture = crate::texture::generate_wall_texture(&mut rng); |
| 178 | let floor_texture = crate::texture::generate_floor_texture(&mut rng); | 675 | let floor_texture = crate::texture::generate_floor_texture(&mut rng); |
| 676 | let exit_texture = crate::texture::generate_exit_texture(&mut rng); | ||
| 179 | 677 | ||
| 180 | Self { | 678 | Self { |
| 181 | maze, | 679 | maze, |
| 182 | player, | 680 | player, |
| 183 | wall_texture, | 681 | wall_texture, |
| 184 | floor_texture, | 682 | floor_texture, |
| 683 | exit_texture, | ||
| 684 | hp: MAX_HP, | ||
| 685 | max_hp: MAX_HP, | ||
| 686 | sanity: MAX_SANITY, | ||
| 687 | weakness: 0, | ||
| 688 | heartbeat_count: 0, | ||
| 689 | state: GameState::WaitingForInput, | ||
| 690 | kills: 0, | ||
| 691 | depth: 1, | ||
| 692 | weapon_base_damage: 1, // fists | ||
| 693 | inventory: [None; 4], | ||
| 694 | selected_slot: 0, | ||
| 695 | message: String::new(), | ||
| 696 | message_turns: 0, | ||
| 697 | moving: false, | ||
| 698 | move_start: (0.0, 0.0), | ||
| 699 | move_target: (0.0, 0.0), | ||
| 700 | move_t: 0.0, | ||
| 701 | turning: false, | ||
| 702 | turn_start: 0.0, | ||
| 703 | turn_delta: 0.0, | ||
| 704 | turn_t: 0.0, | ||
| 705 | enemy_anim_t: 0.0, | ||
| 185 | } | 706 | } |
| 186 | } | 707 | } |
| 187 | 708 | ||
| 188 | pub fn rotate(&mut self, delta: f64) { | 709 | // ---- state transitions ------------------------------------------------ |
| 189 | self.player.rotate(delta); | 710 | |
| 711 | /// Returns true if the player may act right now. | ||
| 712 | pub fn can_act(&self) -> bool { | ||
| 713 | self.state == GameState::WaitingForInput && !self.turning | ||
| 190 | } | 714 | } |
| 191 | 715 | ||
| 192 | /// Apply forward + strafe as a single combined displacement so that | 716 | /// Advance animations by `dt` seconds. Called every frame. |
| 193 | /// diagonal wall-hugging is checked atomically (no two-step clip). | 717 | /// Returns true when the current animation phase finishes and we should |
| 194 | pub fn apply_movement(&mut self, forward: f64, strafe: f64) { | 718 | /// advance the state machine. |
| 195 | let a = self.player.angle; | 719 | pub fn update_animation(&mut self, dt: f64) -> bool { |
| 196 | let dx = a.cos() * forward + (a + std::f64::consts::FRAC_PI_2).cos() * strafe; | 720 | // Turn animation runs independently — turning never consumes a turn. |
| 197 | let dy = a.sin() * forward + (a + std::f64::consts::FRAC_PI_2).sin() * strafe; | 721 | if self.turning { |
| 198 | self.player.try_move(dx, dy, &self.maze); | 722 | self.turn_t += dt / TURN_DURATION; |
| 723 | if self.turn_t >= 1.0 { | ||
| 724 | self.player.angle = | ||
| 725 | (self.turn_start + self.turn_delta).rem_euclid(2.0 * std::f64::consts::PI); | ||
| 726 | self.turning = false; | ||
| 727 | } else { | ||
| 728 | let t = smoothstep(self.turn_t); | ||
| 729 | self.player.angle = self.turn_start + self.turn_delta * t; | ||
| 730 | } | ||
| 731 | } | ||
| 732 | |||
| 733 | match self.state { | ||
| 734 | GameState::AnimatingPlayer => { | ||
| 735 | let mut done = true; | ||
| 736 | |||
| 737 | // Animate tile-to-tile walk. | ||
| 738 | if self.moving { | ||
| 739 | self.move_t += dt / MOVE_DURATION; | ||
| 740 | if self.move_t >= 1.0 { | ||
| 741 | self.player.x = self.move_target.0; | ||
| 742 | self.player.y = self.move_target.1; | ||
| 743 | self.moving = false; | ||
| 744 | } else { | ||
| 745 | let t = smoothstep(self.move_t); | ||
| 746 | self.player.x = | ||
| 747 | self.move_start.0 + (self.move_target.0 - self.move_start.0) * t; | ||
| 748 | self.player.y = | ||
| 749 | self.move_start.1 + (self.move_target.1 - self.move_start.1) * t; | ||
| 750 | done = false; | ||
| 751 | } | ||
| 752 | } | ||
| 753 | |||
| 754 | if done { | ||
| 755 | self.state = GameState::ResolvingTurn; | ||
| 756 | self.resolve_turn(); | ||
| 757 | self.state = GameState::WaitingForInput; | ||
| 758 | return true; | ||
| 759 | } | ||
| 760 | false | ||
| 761 | } | ||
| 762 | |||
| 763 | GameState::AnimatingEnemies => { | ||
| 764 | self.enemy_anim_t += dt; | ||
| 765 | if self.enemy_anim_t >= ENEMY_ANIM_DURATION { | ||
| 766 | self.enemy_anim_t = 0.0; | ||
| 767 | self.state = GameState::ResolvingTurn; | ||
| 768 | self.resolve_turn(); | ||
| 769 | self.state = GameState::WaitingForInput; | ||
| 770 | return true; | ||
| 771 | } | ||
| 772 | false | ||
| 773 | } | ||
| 774 | |||
| 775 | _ => false, | ||
| 776 | } | ||
| 777 | } | ||
| 778 | |||
| 779 | /// Attempt to walk one tile in grid direction (dx, dy). | ||
| 780 | /// Handles entity interactions (enemies block, hallucinations vanish, pickups collect). | ||
| 781 | fn try_move_tile(&mut self, dx: isize, dy: isize) -> bool { | ||
| 782 | if !self.can_act() { | ||
| 783 | return false; | ||
| 784 | } | ||
| 785 | let cx = self.player.x.floor() as isize; | ||
| 786 | let cy = self.player.y.floor() as isize; | ||
| 787 | let tx = (cx + dx) as usize; | ||
| 788 | let ty = (cy + dy) as usize; | ||
| 789 | |||
| 790 | // The target cell must be a passage. | ||
| 791 | if !self | ||
| 792 | .maze | ||
| 793 | .is_passage_at_float(tx as f64 + 0.5, ty as f64 + 0.5) | ||
| 794 | { | ||
| 795 | return false; | ||
| 796 | } | ||
| 797 | |||
| 798 | // Check what's in the target cell. | ||
| 799 | match self.maze.entity_at(tx, ty).cloned() { | ||
| 800 | Some(Entity::Enemy { damage, .. }) => { | ||
| 801 | // Blocked by real enemy — waste the turn, take damage. | ||
| 802 | self.set_message("Something is blocking your way."); | ||
| 803 | self.hp = self.hp.saturating_sub(damage); | ||
| 804 | self.advance_turn(); | ||
| 805 | if self.hp == 0 { | ||
| 806 | self.state = GameState::GameOver; | ||
| 807 | } | ||
| 808 | return true; // action consumed | ||
| 809 | } | ||
| 810 | Some(Entity::Hallucination { | ||
| 811 | persistent: true, .. | ||
| 812 | }) => { | ||
| 813 | // Persistent hallucination blocks movement. | ||
| 814 | self.set_message("You are frightened to death just by thinking about doing this."); | ||
| 815 | self.advance_turn(); | ||
| 816 | return true; | ||
| 817 | } | ||
| 818 | Some(Entity::Hallucination { | ||
| 819 | persistent: false, .. | ||
| 820 | }) => { | ||
| 821 | // Non-persistent hallucination vanishes harmlessly. | ||
| 822 | self.maze.take_entity(tx, ty); | ||
| 823 | // Fall through to normal movement. | ||
| 824 | } | ||
| 825 | Some(Entity::Pickup(pt)) => { | ||
| 826 | // Collect the pickup, then move. | ||
| 827 | self.collect_pickup(pt, tx, ty); | ||
| 828 | // Fall through to normal movement. | ||
| 829 | } | ||
| 830 | Some(Entity::HallucinatedPickup(pt)) => { | ||
| 831 | // Collect the fake pickup. | ||
| 832 | self.collect_hallucinated_pickup(pt, tx, ty); | ||
| 833 | // Fall through to normal movement. | ||
| 834 | } | ||
| 835 | None => { | ||
| 836 | // Empty cell — normal movement. | ||
| 837 | } | ||
| 838 | } | ||
| 839 | |||
| 840 | // Normal tile movement. | ||
| 841 | self.move_start = (self.player.x, self.player.y); | ||
| 842 | self.move_target = (tx as f64 + 0.5, ty as f64 + 0.5); | ||
| 843 | self.moving = true; | ||
| 844 | self.move_t = 0.0; | ||
| 845 | self.state = GameState::AnimatingPlayer; | ||
| 846 | true | ||
| 847 | } | ||
| 848 | |||
| 849 | // ---- movement wrappers ---- | ||
| 850 | |||
| 851 | pub fn move_forward(&mut self) -> bool { | ||
| 852 | let (dx, dy) = self.facing_delta(); | ||
| 853 | self.try_move_tile(dx, dy) | ||
| 854 | } | ||
| 855 | |||
| 856 | pub fn move_backward(&mut self) -> bool { | ||
| 857 | let (dx, dy) = self.facing_delta(); | ||
| 858 | self.try_move_tile(-dx, -dy) | ||
| 859 | } | ||
| 860 | |||
| 861 | pub fn strafe_left(&mut self) -> bool { | ||
| 862 | let (dx, dy) = self.facing_delta(); | ||
| 863 | self.try_move_tile(dy, -dx) | ||
| 864 | } | ||
| 865 | |||
| 866 | pub fn strafe_right(&mut self) -> bool { | ||
| 867 | let (dx, dy) = self.facing_delta(); | ||
| 868 | self.try_move_tile(-dy, dx) | ||
| 869 | } | ||
| 870 | |||
| 871 | pub fn turn_left(&mut self) { | ||
| 872 | if !self.can_act() { | ||
| 873 | return; | ||
| 874 | } | ||
| 875 | self.turn_start = self.player.angle; | ||
| 876 | self.turn_delta = -std::f64::consts::FRAC_PI_2; | ||
| 877 | self.turn_t = 0.0; | ||
| 878 | self.turning = true; | ||
| 879 | // Turning is free — no state change, no turn consumed. | ||
| 880 | } | ||
| 881 | |||
| 882 | pub fn turn_right(&mut self) { | ||
| 883 | if !self.can_act() { | ||
| 884 | return; | ||
| 885 | } | ||
| 886 | self.turn_start = self.player.angle; | ||
| 887 | self.turn_delta = std::f64::consts::FRAC_PI_2; | ||
| 888 | self.turn_t = 0.0; | ||
| 889 | self.turning = true; | ||
| 890 | // Turning is free — no state change, no turn consumed. | ||
| 891 | } | ||
| 892 | |||
| 893 | // ---- attack ----------------------------------------------------------- | ||
| 894 | |||
| 895 | /// Roll bonus damage: 30% chance for +1, repeat on success. | ||
| 896 | fn roll_bonus_damage(&self, rng: &mut impl Rng) -> u32 { | ||
| 897 | let mut bonus = 0u32; | ||
| 898 | while rng.gen_bool(0.30) { | ||
| 899 | bonus += 1; | ||
| 900 | } | ||
| 901 | bonus | ||
| 199 | } | 902 | } |
| 200 | 903 | ||
| 904 | /// Attack the cell directly ahead. | ||
| 905 | pub fn attack(&mut self) -> bool { | ||
| 906 | if !self.can_act() { | ||
| 907 | return false; | ||
| 908 | } | ||
| 909 | |||
| 910 | let (fx, fy) = self.facing_cell(); | ||
| 911 | let fx = fx as usize; | ||
| 912 | let fy = fy as usize; | ||
| 913 | |||
| 914 | let entity = self.maze.entity_at(fx, fy).cloned(); | ||
| 915 | |||
| 916 | match entity { | ||
| 917 | Some(Entity::Enemy { hp, damage, .. }) => { | ||
| 918 | let mut rng = rand::thread_rng(); | ||
| 919 | let bonus = self.roll_bonus_damage(&mut rng); | ||
| 920 | let total_dmg = self.weapon_base_damage + bonus; | ||
| 921 | let new_hp = hp.saturating_sub(total_dmg); | ||
| 922 | |||
| 923 | if new_hp == 0 { | ||
| 924 | // Enemy dies. | ||
| 925 | self.maze.take_entity(fx, fy); | ||
| 926 | self.kills += 1; | ||
| 927 | self.set_message(&format!("You slay the enemy! ({} dmg)", total_dmg)); | ||
| 928 | } else { | ||
| 929 | // Enemy survives and retaliates. | ||
| 930 | self.maze.entity_at_mut(fx, fy).map(|e| { | ||
| 931 | if let Entity::Enemy { hp: ref mut h, .. } = e { | ||
| 932 | *h = new_hp; | ||
| 933 | } | ||
| 934 | }); | ||
| 935 | self.hp = self.hp.saturating_sub(damage); | ||
| 936 | self.set_message(&format!( | ||
| 937 | "You hit the enemy for {} dmg. It strikes back!", | ||
| 938 | total_dmg | ||
| 939 | )); | ||
| 940 | if self.hp == 0 { | ||
| 941 | self.state = GameState::GameOver; | ||
| 942 | } | ||
| 943 | } | ||
| 944 | self.advance_turn(); | ||
| 945 | true | ||
| 946 | } | ||
| 947 | |||
| 948 | Some(Entity::Hallucination { persistent, hp }) => { | ||
| 949 | self.sanity = self.sanity.saturating_sub(10); | ||
| 950 | let new_hp = hp.saturating_sub(1); | ||
| 951 | |||
| 952 | if !persistent || new_hp == 0 { | ||
| 953 | // Vanishes. | ||
| 954 | self.maze.take_entity(fx, fy); | ||
| 955 | self.set_message("The hallucination dissipates."); | ||
| 956 | } else { | ||
| 957 | // Persistent — doesn't vanish yet. | ||
| 958 | self.maze.entity_at_mut(fx, fy).map(|e| { | ||
| 959 | if let Entity::Hallucination { hp: ref mut h, .. } = e { | ||
| 960 | *h = new_hp; | ||
| 961 | } | ||
| 962 | }); | ||
| 963 | self.set_message("You strike the apparition - it remains."); | ||
| 964 | } | ||
| 965 | self.advance_turn(); | ||
| 966 | true | ||
| 967 | } | ||
| 968 | |||
| 969 | _ => { | ||
| 970 | self.set_message("You swing at the air."); | ||
| 971 | self.advance_turn(); | ||
| 972 | true | ||
| 973 | } | ||
| 974 | } | ||
| 975 | } | ||
| 976 | |||
| 977 | // ---- inventory -------------------------------------------------------- | ||
| 978 | |||
| 979 | /// Use the currently selected inventory item (Z key). | ||
| 980 | pub fn use_item(&mut self) { | ||
| 981 | if !self.can_act() { | ||
| 982 | return; | ||
| 983 | } | ||
| 984 | let item = match self.inventory[self.selected_slot] { | ||
| 985 | Some(item) => item, | ||
| 986 | None => { | ||
| 987 | self.set_message("Nothing in that slot."); | ||
| 988 | return; | ||
| 989 | } | ||
| 990 | }; | ||
| 991 | |||
| 992 | if item.is_hallucination { | ||
| 993 | self.use_hallucinated_item(); | ||
| 994 | return; | ||
| 995 | } | ||
| 996 | |||
| 997 | match item.pickup { | ||
| 998 | PickupType::Food => { | ||
| 999 | self.weakness = self.weakness.saturating_sub(20); | ||
| 1000 | self.set_message("You eat the food. Weakness fades."); | ||
| 1001 | } | ||
| 1002 | PickupType::Pill => { | ||
| 1003 | self.weakness = self.weakness.saturating_sub(15); | ||
| 1004 | self.sanity = (self.sanity + 20).min(MAX_SANITY); | ||
| 1005 | self.set_message("The pill clears your mind and body."); | ||
| 1006 | } | ||
| 1007 | PickupType::Bandage => { | ||
| 1008 | self.weakness = self.weakness.saturating_sub(15); | ||
| 1009 | if self.hp < self.max_hp { | ||
| 1010 | self.hp += 1; | ||
| 1011 | self.set_message("You bandage your wounds. HP restored."); | ||
| 1012 | } else { | ||
| 1013 | self.set_message("You bandage up. HP is already full."); | ||
| 1014 | } | ||
| 1015 | } | ||
| 1016 | PickupType::Weapon { .. } => { | ||
| 1017 | self.set_message("You can't use a weapon from inventory."); | ||
| 1018 | return; | ||
| 1019 | } | ||
| 1020 | } | ||
| 1021 | |||
| 1022 | self.inventory[self.selected_slot] = None; | ||
| 1023 | self.advance_turn(); | ||
| 1024 | } | ||
| 1025 | |||
| 1026 | /// Use a hallucinated pickup — no effect, costs sanity. | ||
| 1027 | fn use_hallucinated_item(&mut self) { | ||
| 1028 | self.sanity = self.sanity.saturating_sub(5); | ||
| 1029 | self.set_message("It was never there..."); | ||
| 1030 | self.inventory[self.selected_slot] = None; | ||
| 1031 | self.advance_turn(); | ||
| 1032 | } | ||
| 1033 | |||
| 1034 | /// Discard the currently selected inventory item (X key). | ||
| 1035 | pub fn discard_item(&mut self) { | ||
| 1036 | if !self.can_act() { | ||
| 1037 | return; | ||
| 1038 | } | ||
| 1039 | if self.inventory[self.selected_slot].is_some() { | ||
| 1040 | self.inventory[self.selected_slot] = None; | ||
| 1041 | self.set_message("Item discarded."); | ||
| 1042 | // Discarding does NOT consume a turn. | ||
| 1043 | } | ||
| 1044 | } | ||
| 1045 | |||
| 1046 | /// Select an inventory slot (1-4 keys). | ||
| 1047 | pub fn select_slot(&mut self, slot: usize) { | ||
| 1048 | if slot < 4 { | ||
| 1049 | self.selected_slot = slot; | ||
| 1050 | } | ||
| 1051 | } | ||
| 1052 | |||
| 1053 | /// Collect a real pickup into inventory. | ||
| 1054 | fn collect_pickup(&mut self, pt: PickupType, x: usize, y: usize) { | ||
| 1055 | self.maze.take_entity(x, y); | ||
| 1056 | |||
| 1057 | match pt { | ||
| 1058 | PickupType::Weapon { base_damage } => { | ||
| 1059 | if base_damage > self.weapon_base_damage { | ||
| 1060 | self.weapon_base_damage = base_damage; | ||
| 1061 | self.set_message(&format!("Equipped weapon! Base damage: {}", base_damage)); | ||
| 1062 | } else { | ||
| 1063 | self.set_message("This weapon is no better than what you have."); | ||
| 1064 | } | ||
| 1065 | } | ||
| 1066 | _ => { | ||
| 1067 | let item = InventoryItem { | ||
| 1068 | pickup: pt, | ||
| 1069 | is_hallucination: false, | ||
| 1070 | }; | ||
| 1071 | if let Some(slot) = self.inventory.iter_mut().find(|s| s.is_none()) { | ||
| 1072 | *slot = Some(item); | ||
| 1073 | self.set_message(match pt { | ||
| 1074 | PickupType::Food => "Picked up food.", | ||
| 1075 | PickupType::Pill => "Picked up pill.", | ||
| 1076 | PickupType::Bandage => "Picked up bandage.", | ||
| 1077 | _ => "Picked up item.", | ||
| 1078 | }); | ||
| 1079 | } else { | ||
| 1080 | self.set_message("Inventory full."); | ||
| 1081 | } | ||
| 1082 | } | ||
| 1083 | } | ||
| 1084 | } | ||
| 1085 | |||
| 1086 | /// Collect a hallucinated pickup. | ||
| 1087 | fn collect_hallucinated_pickup(&mut self, pt: PickupType, x: usize, y: usize) { | ||
| 1088 | self.maze.take_entity(x, y); | ||
| 1089 | let item = InventoryItem { | ||
| 1090 | pickup: pt, | ||
| 1091 | is_hallucination: true, | ||
| 1092 | }; | ||
| 1093 | if let Some(slot) = self.inventory.iter_mut().find(|s| s.is_none()) { | ||
| 1094 | *slot = Some(item); | ||
| 1095 | } | ||
| 1096 | self.set_message("Picked up item."); | ||
| 1097 | } | ||
| 1098 | |||
| 1099 | // ---- turn resolution -------------------------------------------------- | ||
| 1100 | |||
| 1101 | /// Advance the turn counter and state without animation. | ||
| 1102 | fn advance_turn(&mut self) { | ||
| 1103 | self.state = GameState::ResolvingTurn; | ||
| 1104 | self.resolve_turn(); | ||
| 1105 | self.state = GameState::WaitingForInput; | ||
| 1106 | } | ||
| 1107 | |||
| 1108 | /// Apply all per-turn effects (weakness, heartbeat, HP drain, message decay). | ||
| 1109 | fn resolve_turn(&mut self) { | ||
| 1110 | self.weakness = (self.weakness + 1).min(MAX_WEAKNESS); | ||
| 1111 | self.heartbeat_count += 1; | ||
| 1112 | |||
| 1113 | // Message decay. | ||
| 1114 | if self.message_turns > 0 { | ||
| 1115 | self.message_turns -= 1; | ||
| 1116 | if self.message_turns == 0 { | ||
| 1117 | self.message.clear(); | ||
| 1118 | } | ||
| 1119 | } | ||
| 1120 | |||
| 1121 | // HP drain at max weakness. | ||
| 1122 | if self.weakness >= MAX_WEAKNESS { | ||
| 1123 | if self.hp > 0 { | ||
| 1124 | self.hp -= 1; | ||
| 1125 | } | ||
| 1126 | if self.hp == 0 { | ||
| 1127 | self.state = GameState::GameOver; | ||
| 1128 | } | ||
| 1129 | } | ||
| 1130 | } | ||
| 1131 | |||
| 1132 | /// Skip the player's turn (C key). Enemies still act. | ||
| 1133 | pub fn skip_turn(&mut self) { | ||
| 1134 | if !self.can_act() { | ||
| 1135 | return; | ||
| 1136 | } | ||
| 1137 | self.state = GameState::AnimatingEnemies; | ||
| 1138 | self.enemy_anim_t = 0.0; | ||
| 1139 | // TODO Phase 7: enemy movement happens here | ||
| 1140 | } | ||
| 1141 | |||
| 1142 | /// Set a HUD message that persists for 3 turns. | ||
| 1143 | pub fn set_message(&mut self, msg: &str) { | ||
| 1144 | self.message = msg.to_string(); | ||
| 1145 | self.message_turns = 3; | ||
| 1146 | } | ||
| 1147 | |||
| 1148 | // ---- cardinal-direction helpers ---- | ||
| 1149 | |||
| 1150 | /// Which grid direction the player faces: (dx, dy) ∈ {±1, 0}. | ||
| 1151 | fn facing_delta(&self) -> (isize, isize) { | ||
| 1152 | let q = (self.player.angle / std::f64::consts::FRAC_PI_2).round() as i32 & 3; | ||
| 1153 | match q { | ||
| 1154 | 0 => (1, 0), // east | ||
| 1155 | 1 => (0, 1), // south | ||
| 1156 | 2 => (-1, 0), // west | ||
| 1157 | _ => (0, -1), // north | ||
| 1158 | } | ||
| 1159 | } | ||
| 1160 | |||
| 1161 | /// The cell coordinate directly ahead of the player. | ||
| 1162 | pub fn facing_cell(&self) -> (isize, isize) { | ||
| 1163 | let (dx, dy) = self.facing_delta(); | ||
| 1164 | let cx = self.player.x.floor() as isize; | ||
| 1165 | let cy = self.player.y.floor() as isize; | ||
| 1166 | (cx + dx, cy + dy) | ||
| 1167 | } | ||
| 1168 | |||
| 1169 | // ---- misc ------------------------------------------------------------- | ||
| 1170 | |||
| 201 | pub fn check_win(&self) -> bool { | 1171 | pub fn check_win(&self) -> bool { |
| 202 | self.maze.is_exit(self.player.x, self.player.y) | 1172 | self.maze.is_exit(self.player.x, self.player.y) |
| 203 | } | 1173 | } |
| 1174 | |||
| 1175 | /// Whole heartbeats elapsed (displayed in HUD). | ||
| 1176 | pub fn heartbeats(&self) -> usize { | ||
| 1177 | self.heartbeat_count as usize | ||
| 1178 | } | ||
| 1179 | |||
| 1180 | /// Vertical camera bob (pixels) during tile-walk animation. | ||
| 1181 | pub fn camera_bob(&self) -> f64 { | ||
| 1182 | if self.moving { | ||
| 1183 | (self.move_t * 2.0 * std::f64::consts::PI).sin() * 3.0 | ||
| 1184 | } else { | ||
| 1185 | 0.0 | ||
| 1186 | } | ||
| 1187 | } | ||
| 1188 | |||
| 1189 | /// Weakness as a 0..2 factor for the renderer's darkness formula. | ||
| 1190 | pub fn weakness_factor(&self) -> f64 { | ||
| 1191 | (self.weakness as f64 / MAX_WEAKNESS as f64) * 2.0 | ||
| 1192 | } | ||
| 204 | } | 1193 | } |
diff --git a/src/main.rs b/src/main.rs index d51fdfd..391bb90 100644 --- a/src/main.rs +++ b/src/main.rs | |||
| @@ -2,7 +2,7 @@ mod game; | |||
| 2 | mod renderer; | 2 | mod renderer; |
| 3 | mod texture; | 3 | mod texture; |
| 4 | 4 | ||
| 5 | use game::Game; | 5 | use game::{Game, GameState}; |
| 6 | use minifb::{Key, Window, WindowOptions}; | 6 | use minifb::{Key, Window, WindowOptions}; |
| 7 | use renderer::Renderer; | 7 | use renderer::Renderer; |
| 8 | use std::time::Instant; | 8 | use std::time::Instant; |
| @@ -11,19 +11,22 @@ const SCREEN_W: usize = 640; | |||
| 11 | const SCREEN_H: usize = 480; | 11 | const SCREEN_H: usize = 480; |
| 12 | 12 | ||
| 13 | fn main() { | 13 | fn main() { |
| 14 | println!("=== DOOM-LIKE MAZE ==="); | 14 | println!("=== DUNGEON CRAWLER ==="); |
| 15 | println!("Find the exit!"); | 15 | println!(" W / S — forward / backward"); |
| 16 | println!(" W / Up — forward"); | 16 | println!(" A / D — strafe left / right"); |
| 17 | println!(" S / Down — backward"); | 17 | println!(" Q / E — turn 90° left / right"); |
| 18 | println!(" A / D — strafe left / right"); | 18 | println!(" Space — attack"); |
| 19 | println!(" ← / → — turn"); | 19 | println!(" Z — use selected inventory item"); |
| 20 | println!(" Esc — quit\n"); | 20 | println!(" X — discard selected inventory item"); |
| 21 | println!(" 1-4 — select inventory slot"); | ||
| 22 | println!(" C — skip turn"); | ||
| 23 | println!(" Esc — quit\n"); | ||
| 21 | 24 | ||
| 22 | let mut game = Game::new(); | 25 | let mut game = Game::new(); |
| 23 | let renderer = Renderer::new(SCREEN_W, SCREEN_H); | 26 | let renderer = Renderer::new(SCREEN_W, SCREEN_H); |
| 24 | 27 | ||
| 25 | let mut window = Window::new( | 28 | let mut window = Window::new( |
| 26 | "Maze — Find the Exit!", | 29 | "Dungeon Crawler", |
| 27 | SCREEN_W, | 30 | SCREEN_W, |
| 28 | SCREEN_H, | 31 | SCREEN_H, |
| 29 | WindowOptions::default(), | 32 | WindowOptions::default(), |
| @@ -34,45 +37,109 @@ fn main() { | |||
| 34 | let mut last = Instant::now(); | 37 | let mut last = Instant::now(); |
| 35 | let frame_budget = std::time::Duration::from_micros(16600); // ~60 fps | 38 | let frame_budget = std::time::Duration::from_micros(16600); // ~60 fps |
| 36 | 39 | ||
| 40 | // Track previous key state for edge-triggered actions. | ||
| 41 | let mut prev_w = false; | ||
| 42 | let mut prev_s = false; | ||
| 43 | let mut prev_a = false; | ||
| 44 | let mut prev_d = false; | ||
| 45 | let mut prev_q = false; | ||
| 46 | let mut prev_e = false; | ||
| 47 | let mut prev_space = false; | ||
| 48 | let mut prev_z = false; | ||
| 49 | let mut prev_x = false; | ||
| 50 | let mut prev_c = false; | ||
| 51 | let mut prev_1 = false; | ||
| 52 | let mut prev_2 = false; | ||
| 53 | let mut prev_3 = false; | ||
| 54 | let mut prev_4 = false; | ||
| 55 | |||
| 37 | while window.is_open() && !window.is_key_down(Key::Escape) { | 56 | while window.is_open() && !window.is_key_down(Key::Escape) { |
| 38 | let frame_start = Instant::now(); | 57 | let frame_start = Instant::now(); |
| 39 | let dt = (frame_start - last).as_secs_f64().min(0.1); | 58 | let dt = (frame_start - last).as_secs_f64().min(0.1); |
| 40 | last = frame_start; | 59 | last = frame_start; |
| 41 | 60 | ||
| 42 | // ---- input ---- | 61 | // ---- read current key states ---- |
| 43 | let move_speed = 2.8; | 62 | let cur_w = window.is_key_down(Key::W); |
| 44 | let turn_speed = 2.8; | 63 | let cur_s = window.is_key_down(Key::S); |
| 45 | let strafe_speed = 2.2; | 64 | let cur_a = window.is_key_down(Key::A); |
| 65 | let cur_d = window.is_key_down(Key::D); | ||
| 66 | let cur_q = window.is_key_down(Key::Q); | ||
| 67 | let cur_e = window.is_key_down(Key::E); | ||
| 68 | let cur_space = window.is_key_down(Key::Space); | ||
| 69 | let cur_z = window.is_key_down(Key::Z); | ||
| 70 | let cur_x = window.is_key_down(Key::X); | ||
| 71 | let cur_c = window.is_key_down(Key::C); | ||
| 72 | let cur_1 = window.is_key_down(Key::Key1); | ||
| 73 | let cur_2 = window.is_key_down(Key::Key2); | ||
| 74 | let cur_3 = window.is_key_down(Key::Key3); | ||
| 75 | let cur_4 = window.is_key_down(Key::Key4); | ||
| 46 | 76 | ||
| 47 | if window.is_key_down(Key::Left) { | 77 | // ---- input (edge-triggered, only in WaitingForInput) ---- |
| 48 | game.rotate(-turn_speed * dt); | 78 | if game.can_act() { |
| 79 | if cur_w && !prev_w { | ||
| 80 | game.move_forward(); | ||
| 81 | } else if cur_s && !prev_s { | ||
| 82 | game.move_backward(); | ||
| 83 | } else if cur_a && !prev_a { | ||
| 84 | game.strafe_left(); | ||
| 85 | } else if cur_d && !prev_d { | ||
| 86 | game.strafe_right(); | ||
| 87 | } else if cur_q && !prev_q { | ||
| 88 | game.turn_left(); | ||
| 89 | } else if cur_e && !prev_e { | ||
| 90 | game.turn_right(); | ||
| 91 | } else if cur_space && !prev_space { | ||
| 92 | game.attack(); | ||
| 93 | } else if cur_z && !prev_z { | ||
| 94 | game.use_item(); | ||
| 95 | } else if cur_x && !prev_x { | ||
| 96 | game.discard_item(); | ||
| 97 | } else if cur_c && !prev_c { | ||
| 98 | game.skip_turn(); | ||
| 99 | } else if cur_1 && !prev_1 { | ||
| 100 | game.select_slot(0); | ||
| 101 | } else if cur_2 && !prev_2 { | ||
| 102 | game.select_slot(1); | ||
| 103 | } else if cur_3 && !prev_3 { | ||
| 104 | game.select_slot(2); | ||
| 105 | } else if cur_4 && !prev_4 { | ||
| 106 | game.select_slot(3); | ||
| 107 | } | ||
| 49 | } | 108 | } |
| 50 | if window.is_key_down(Key::Right) { | 109 | |
| 51 | game.rotate(turn_speed * dt); | 110 | // Update previous states. |
| 111 | prev_w = cur_w; | ||
| 112 | prev_s = cur_s; | ||
| 113 | prev_a = cur_a; | ||
| 114 | prev_d = cur_d; | ||
| 115 | prev_q = cur_q; | ||
| 116 | prev_e = cur_e; | ||
| 117 | prev_space = cur_space; | ||
| 118 | prev_z = cur_z; | ||
| 119 | prev_x = cur_x; | ||
| 120 | prev_c = cur_c; | ||
| 121 | prev_1 = cur_1; | ||
| 122 | prev_2 = cur_2; | ||
| 123 | prev_3 = cur_3; | ||
| 124 | prev_4 = cur_4; | ||
| 125 | |||
| 126 | // ---- advance animations / state machine ---- | ||
| 127 | game.update_animation(dt); | ||
| 128 | |||
| 129 | // ---- death check ---- | ||
| 130 | if game.state == GameState::GameOver { | ||
| 131 | let score = (game.kills * 100) + (game.depth.pow(2) * 50) + 500; // fists = base damage 1 | ||
| 132 | println!( | ||
| 133 | "You had become yet another legend of this dungeon.\nScore: {}", | ||
| 134 | score | ||
| 135 | ); | ||
| 136 | std::process::exit(0); | ||
| 52 | } | 137 | } |
| 53 | // Combine forward + strafe into one displacement (prevents two-step | 138 | |
| 54 | // wall clipping when pressing W+D / W+A near a wall). | 139 | // ---- win check (placeholder — becomes staircase in Phase 1) ---- |
| 55 | let fwd = if window.is_key_down(Key::W) || window.is_key_down(Key::Up) { | ||
| 56 | move_speed * dt | ||
| 57 | } else if window.is_key_down(Key::S) || window.is_key_down(Key::Down) { | ||
| 58 | -move_speed * dt | ||
| 59 | } else { | ||
| 60 | 0.0 | ||
| 61 | }; | ||
| 62 | let strf = if window.is_key_down(Key::D) { | ||
| 63 | strafe_speed * dt | ||
| 64 | } else if window.is_key_down(Key::A) { | ||
| 65 | -strafe_speed * dt | ||
| 66 | } else { | ||
| 67 | 0.0 | ||
| 68 | }; | ||
| 69 | game.apply_movement(fwd, strf); | ||
| 70 | |||
| 71 | // ---- win condition ---- | ||
| 72 | if game.check_win() { | 140 | if game.check_win() { |
| 73 | println!("🎉 You found the exit! Generating a new maze…"); | 141 | println!("You found the exit in {} heartbeats!", game.heartbeats()); |
| 74 | game = Game::new(); | 142 | std::process::exit(0); |
| 75 | last = Instant::now(); // avoid huge dt spike | ||
| 76 | } | 143 | } |
| 77 | 144 | ||
| 78 | // ---- render ---- | 145 | // ---- render ---- |
diff --git a/src/renderer.rs b/src/renderer.rs index bce3391..eec89b2 100644 --- a/src/renderer.rs +++ b/src/renderer.rs | |||
| @@ -1,44 +1,104 @@ | |||
| 1 | use crate::game::Game; | 1 | use crate::game::{Entity, Game, PickupType}; |
| 2 | use crate::texture::TEX_SIZE; | 2 | use crate::texture::TEX_SIZE; |
| 3 | 3 | ||
| 4 | // ---- simple 5×5 ASCII glyphs ---- | ||
| 5 | // ---- simple 5×5 ASCII glyphs for letters & symbols (incomplete — add as needed) ---- | ||
| 6 | |||
| 7 | const LETTERS: &[(&str, [u8; 5])] = &[ | ||
| 8 | // Uppercase A-Z | ||
| 9 | ("A", [0b01110, 0b10001, 0b11111, 0b10001, 0b10001]), | ||
| 10 | ("B", [0b11110, 0b10001, 0b11110, 0b10001, 0b11110]), | ||
| 11 | ("C", [0b01110, 0b10001, 0b10000, 0b10001, 0b01110]), | ||
| 12 | ("D", [0b11110, 0b10001, 0b10001, 0b10001, 0b11110]), | ||
| 13 | ("E", [0b11111, 0b10000, 0b11110, 0b10000, 0b11111]), | ||
| 14 | ("F", [0b11111, 0b10000, 0b11110, 0b10000, 0b10000]), | ||
| 15 | ("G", [0b01110, 0b10000, 0b10111, 0b10001, 0b01110]), | ||
| 16 | ("H", [0b10001, 0b10001, 0b11111, 0b10001, 0b10001]), | ||
| 17 | ("I", [0b01110, 0b00100, 0b00100, 0b00100, 0b01110]), | ||
| 18 | ("J", [0b00011, 0b00001, 0b00001, 0b10001, 0b01110]), | ||
| 19 | ("K", [0b10001, 0b10010, 0b11100, 0b10010, 0b10001]), | ||
| 20 | ("L", [0b10000, 0b10000, 0b10000, 0b10000, 0b11111]), | ||
| 21 | ("M", [0b10001, 0b11011, 0b10101, 0b10001, 0b10001]), | ||
| 22 | ("N", [0b10001, 0b11001, 0b10101, 0b10011, 0b10001]), | ||
| 23 | ("O", [0b01110, 0b10001, 0b10001, 0b10001, 0b01110]), | ||
| 24 | ("P", [0b11110, 0b10001, 0b11110, 0b10000, 0b10000]), | ||
| 25 | ("Q", [0b01110, 0b10001, 0b10001, 0b10010, 0b01101]), | ||
| 26 | ("R", [0b11110, 0b10001, 0b11110, 0b10010, 0b10001]), | ||
| 27 | ("S", [0b01110, 0b10000, 0b01110, 0b00001, 0b11110]), | ||
| 28 | ("T", [0b11111, 0b00100, 0b00100, 0b00100, 0b00100]), | ||
| 29 | ("U", [0b10001, 0b10001, 0b10001, 0b10001, 0b01110]), | ||
| 30 | ("V", [0b10001, 0b10001, 0b10001, 0b01010, 0b00100]), | ||
| 31 | ("W", [0b10001, 0b10001, 0b10101, 0b10101, 0b01010]), | ||
| 32 | ("X", [0b10001, 0b01010, 0b00100, 0b01010, 0b10001]), | ||
| 33 | ("Y", [0b10001, 0b01010, 0b00100, 0b00100, 0b00100]), | ||
| 34 | ("Z", [0b11111, 0b00010, 0b00100, 0b01000, 0b11111]), | ||
| 35 | // Digits | ||
| 36 | ("0", [0b01110, 0b10011, 0b10101, 0b11001, 0b01110]), | ||
| 37 | ("1", [0b00100, 0b01100, 0b00100, 0b00100, 0b01110]), | ||
| 38 | ("2", [0b01110, 0b10001, 0b00010, 0b00100, 0b11111]), | ||
| 39 | ("3", [0b01110, 0b10001, 0b00110, 0b10001, 0b01110]), | ||
| 40 | ("4", [0b00010, 0b00110, 0b01010, 0b11111, 0b00010]), | ||
| 41 | ("5", [0b11111, 0b10000, 0b11110, 0b10001, 0b01110]), | ||
| 42 | ("6", [0b01110, 0b10000, 0b11110, 0b10001, 0b01110]), | ||
| 43 | ("7", [0b11111, 0b00001, 0b00010, 0b00100, 0b00100]), | ||
| 44 | ("8", [0b01110, 0b10001, 0b01110, 0b10001, 0b01110]), | ||
| 45 | ("9", [0b01110, 0b10001, 0b01111, 0b00001, 0b01110]), | ||
| 46 | // Punctuation & symbols | ||
| 47 | ("!", [0b00100, 0b00100, 0b00100, 0b00000, 0b00100]), | ||
| 48 | ("@", [0b01110, 0b10001, 0b10111, 0b10000, 0b01110]), | ||
| 49 | ("+", [0b00000, 0b00100, 0b01110, 0b00100, 0b00000]), | ||
| 50 | (":", [0b00000, 0b00100, 0b00000, 0b00100, 0b00000]), | ||
| 51 | ("%", [0b10001, 0b00010, 0b00100, 0b01000, 0b10001]), | ||
| 52 | ("/", [0b00001, 0b00010, 0b00100, 0b01000, 0b10000]), | ||
| 53 | (".", [0b00000, 0b00000, 0b00000, 0b00000, 0b00100]), | ||
| 54 | (",", [0b00000, 0b00000, 0b00000, 0b00100, 0b01000]), | ||
| 55 | ("(", [0b00010, 0b00100, 0b00100, 0b00100, 0b00010]), | ||
| 56 | (")", [0b01000, 0b00100, 0b00100, 0b00100, 0b01000]), | ||
| 57 | ("-", [0b00000, 0b00000, 0b01110, 0b00000, 0b00000]), | ||
| 58 | ("'", [0b00100, 0b00000, 0b00000, 0b00000, 0b00000]), | ||
| 59 | // Unicode symbols | ||
| 60 | ("♥", [0b01010, 0b11111, 0b11111, 0b01110, 0b00100]), | ||
| 61 | ("♦", [0b00100, 0b01110, 0b11111, 0b01110, 0b00100]), | ||
| 62 | ("⌂", [0b01110, 0b10001, 0b10101, 0b10001, 0b11111]), | ||
| 63 | ("[", [0b01110, 0b01000, 0b01000, 0b01000, 0b01110]), | ||
| 64 | ("]", [0b01110, 0b00010, 0b00010, 0b00010, 0b01110]), | ||
| 65 | (" ", [0b00000; 5]), | ||
| 66 | ]; | ||
| 67 | |||
| 68 | const LETTER_W: usize = 5; | ||
| 69 | const LETTER_H: usize = 5; | ||
| 70 | |||
| 4 | pub struct Renderer { | 71 | pub struct Renderer { |
| 5 | screen_w: usize, | 72 | screen_w: usize, |
| 6 | screen_h: usize, | 73 | screen_h: usize, |
| 7 | /// Precomputed: floor_dist_lut[row] = perpendicular distance to floor at that row. | ||
| 8 | floor_dist_lut: Vec<f64>, | 74 | floor_dist_lut: Vec<f64>, |
| 9 | /// Precomputed: floor_bright_lut[row] = brightness × 256 for that row (fixed-point). | ||
| 10 | floor_bright_lut: Vec<u32>, | ||
| 11 | } | 75 | } |
| 12 | 76 | ||
| 13 | impl Renderer { | 77 | impl Renderer { |
| 14 | pub fn new(screen_w: usize, screen_h: usize) -> Self { | 78 | pub fn new(screen_w: usize, screen_h: usize) -> Self { |
| 15 | let half_h = screen_h as f64 / 2.0; | 79 | let half_h = screen_h as f64 / 2.0; |
| 16 | let mut floor_dist_lut = vec![0.0f64; screen_h]; | 80 | let mut floor_dist_lut = vec![0.0f64; screen_h]; |
| 17 | let mut floor_bright_lut = vec![0u32; screen_h]; | ||
| 18 | 81 | ||
| 19 | // Only rows below the horizon have meaningful floor values. | ||
| 20 | for py in (screen_h / 2 + 1)..screen_h { | 82 | for py in (screen_h / 2 + 1)..screen_h { |
| 21 | let dy = py as f64 - half_h; | 83 | let dy = py as f64 - half_h; |
| 22 | let dist = 0.5 * screen_h as f64 / dy; | 84 | floor_dist_lut[py] = 0.5 * screen_h as f64 / dy; |
| 23 | floor_dist_lut[py] = dist; | ||
| 24 | let bright = (1.0 / (1.0 + dist * 0.15)).max(0.05); | ||
| 25 | floor_bright_lut[py] = (bright * 256.0) as u32; | ||
| 26 | } | 85 | } |
| 27 | 86 | ||
| 28 | Self { | 87 | Self { |
| 29 | screen_w, | 88 | screen_w, |
| 30 | screen_h, | 89 | screen_h, |
| 31 | floor_dist_lut, | 90 | floor_dist_lut, |
| 32 | floor_bright_lut, | ||
| 33 | } | 91 | } |
| 34 | } | 92 | } |
| 35 | 93 | ||
| 36 | /// Produce one frame into `buffer` (packed `0xAARRGGBB`). | ||
| 37 | pub fn render(&self, game: &Game, buffer: &mut [u32]) { | 94 | pub fn render(&self, game: &Game, buffer: &mut [u32]) { |
| 38 | buffer.fill(0xFF00_0000); // pure-black ceiling | 95 | buffer.fill(0xFF00_0000); |
| 39 | 96 | ||
| 40 | let half_h = self.screen_h as f64 / 2.0; | 97 | let half_h = self.screen_h as f64 / 2.0; |
| 41 | let fov = std::f64::consts::PI / 3.0; // 60° | 98 | let fov = std::f64::consts::PI / 3.0; |
| 99 | |||
| 100 | // Per-column wall distances for entity occlusion. | ||
| 101 | let mut wall_dists = vec![f64::MAX; self.screen_w]; | ||
| 42 | 102 | ||
| 43 | for sx in 0..self.screen_w { | 103 | for sx in 0..self.screen_w { |
| 44 | let cam_x = 2.0 * sx as f64 / self.screen_w as f64 - 1.0; | 104 | let cam_x = 2.0 * sx as f64 / self.screen_w as f64 - 1.0; |
| @@ -46,15 +106,10 @@ impl Renderer { | |||
| 46 | let rdx = ray_angle.cos(); | 106 | let rdx = ray_angle.cos(); |
| 47 | let rdy = ray_angle.sin(); | 107 | let rdy = ray_angle.sin(); |
| 48 | 108 | ||
| 49 | // Floor uses perpendicular distance from the LUT, but needs | ||
| 50 | // Euclidean distance for correct world-position projection. | ||
| 51 | // Scale by 1/cos(angle_diff) so that rdx_floor / rdy_floor | ||
| 52 | // map floor_dist → Euclidean travel along the ray. | ||
| 53 | let cos_diff = (ray_angle - game.player.angle).cos().abs().max(0.001); | 109 | let cos_diff = (ray_angle - game.player.angle).cos().abs().max(0.001); |
| 54 | let rdx_floor = rdx / cos_diff; | 110 | let rdx_floor = rdx / cos_diff; |
| 55 | let rdy_floor = rdy / cos_diff; | 111 | let rdy_floor = rdy / cos_diff; |
| 56 | 112 | ||
| 57 | // ---- DDA setup ------------------------------------------------- | ||
| 58 | let mut map_x = game.player.x as isize; | 113 | let mut map_x = game.player.x as isize; |
| 59 | let mut map_y = game.player.y as isize; | 114 | let mut map_y = game.player.y as isize; |
| 60 | 115 | ||
| @@ -84,7 +139,6 @@ impl Renderer { | |||
| 84 | let mut hit_side: bool; | 139 | let mut hit_side: bool; |
| 85 | let euclidean: f64; | 140 | let euclidean: f64; |
| 86 | 141 | ||
| 87 | // ---- DDA loop -------------------------------------------------- | ||
| 88 | loop { | 142 | loop { |
| 89 | if side_x < side_y { | 143 | if side_x < side_y { |
| 90 | side_x += ddx; | 144 | side_x += ddx; |
| @@ -115,16 +169,14 @@ impl Renderer { | |||
| 115 | } | 169 | } |
| 116 | } | 170 | } |
| 117 | 171 | ||
| 118 | // Fisheye correction | ||
| 119 | let perp_dist = (euclidean * (ray_angle - game.player.angle).cos().abs()).max(0.001); | 172 | let perp_dist = (euclidean * (ray_angle - game.player.angle).cos().abs()).max(0.001); |
| 173 | wall_dists[sx] = perp_dist; | ||
| 120 | 174 | ||
| 121 | // ---- wall slice ------------------------------------------------ | ||
| 122 | let wall_h = (self.screen_h as f64 / perp_dist) as isize; | 175 | let wall_h = (self.screen_h as f64 / perp_dist) as isize; |
| 123 | let draw_start = ((-wall_h / 2) + self.screen_h as isize / 2).max(0) as usize; | 176 | let draw_start = ((-wall_h / 2) + self.screen_h as isize / 2).max(0) as usize; |
| 124 | let draw_end = ((wall_h / 2) + self.screen_h as isize / 2) | 177 | let draw_end = ((wall_h / 2) + self.screen_h as isize / 2) |
| 125 | .min(self.screen_h as isize - 1) as usize; | 178 | .min(self.screen_h as isize - 1) as usize; |
| 126 | 179 | ||
| 127 | // Texture x-coordinate (uses Euclidean, not perp) | ||
| 128 | let wall_x = if !hit_side { | 180 | let wall_x = if !hit_side { |
| 129 | game.player.y + euclidean * rdy | 181 | game.player.y + euclidean * rdy |
| 130 | } else { | 182 | } else { |
| @@ -133,9 +185,10 @@ impl Renderer { | |||
| 133 | let wall_x = wall_x - wall_x.floor(); | 185 | let wall_x = wall_x - wall_x.floor(); |
| 134 | let tex_x = ((wall_x * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1); | 186 | let tex_x = ((wall_x * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1); |
| 135 | 187 | ||
| 136 | // Hoist: brightness is identical for every pixel in this column | ||
| 137 | let wall_bright_fx = { | 188 | let wall_bright_fx = { |
| 138 | let b = (1.0 / (1.0 + perp_dist * 0.12)).max(0.08); | 189 | let w = game.weakness_factor(); |
| 190 | let darken_scale = 1.0 + w * 12.0; | ||
| 191 | let b = 1.0 / (1.0 + perp_dist * 0.25 * darken_scale); | ||
| 139 | (b * 256.0) as u32 | 192 | (b * 256.0) as u32 |
| 140 | }; | 193 | }; |
| 141 | 194 | ||
| @@ -143,39 +196,322 @@ impl Renderer { | |||
| 143 | let tex_y = ((py as f64 - half_h + wall_h as f64 / 2.0) * TEX_SIZE as f64 | 196 | let tex_y = ((py as f64 - half_h + wall_h as f64 / 2.0) * TEX_SIZE as f64 |
| 144 | / wall_h as f64) as usize; | 197 | / wall_h as f64) as usize; |
| 145 | let tex_y = tex_y.min(TEX_SIZE - 1); | 198 | let tex_y = tex_y.min(TEX_SIZE - 1); |
| 146 | |||
| 147 | let color = game.wall_texture[tex_y * TEX_SIZE + tex_x]; | 199 | let color = game.wall_texture[tex_y * TEX_SIZE + tex_x]; |
| 148 | buffer[py * self.screen_w + sx] = darken_fx(color, wall_bright_fx); | 200 | buffer[py * self.screen_w + sx] = darken_fx(color, wall_bright_fx); |
| 149 | } | 201 | } |
| 150 | 202 | ||
| 151 | // ---- floor below the wall -------------------------------------- | ||
| 152 | let floor_start = draw_end + 1; | 203 | let floor_start = draw_end + 1; |
| 153 | if floor_start < self.screen_h { | 204 | if floor_start < self.screen_h { |
| 205 | let w = game.weakness_factor(); | ||
| 206 | let darken_scale = 1.0 + w * 12.0; | ||
| 154 | for py in floor_start..self.screen_h { | 207 | for py in floor_start..self.screen_h { |
| 155 | let floor_dist = self.floor_dist_lut[py]; | 208 | let floor_dist = self.floor_dist_lut[py]; |
| 209 | let bright = 1.0 / (1.0 + floor_dist * 0.35 * darken_scale); | ||
| 210 | let bright_fx = (bright * 256.0) as u32; | ||
| 156 | 211 | ||
| 157 | if floor_dist > 15.0 { | 212 | if floor_dist > 15.0 { |
| 158 | // Far floor → just a dark pixel, skip texture & world calc. | 213 | let gray = darken_fx(0xFF80_8080, bright_fx); |
| 159 | let gray = darken_fx(0xFF80_8080, self.floor_bright_lut[py]); | ||
| 160 | buffer[py * self.screen_w + sx] = gray; | 214 | buffer[py * self.screen_w + sx] = gray; |
| 161 | } else { | 215 | } else { |
| 162 | let fx = game.player.x + floor_dist * rdx_floor; | 216 | let fx = game.player.x + floor_dist * rdx_floor; |
| 163 | let fy = game.player.y + floor_dist * rdy_floor; | 217 | let fy = game.player.y + floor_dist * rdy_floor; |
| 164 | |||
| 165 | let ftx = ((fx.fract().abs() * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1); | 218 | let ftx = ((fx.fract().abs() * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1); |
| 166 | let fty = ((fy.fract().abs() * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1); | 219 | let fty = ((fy.fract().abs() * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1); |
| 220 | let color = | ||
| 221 | if fx as usize == game.maze.exit_x && fy as usize == game.maze.exit_y { | ||
| 222 | game.exit_texture[fty * TEX_SIZE + ftx] | ||
| 223 | } else { | ||
| 224 | game.floor_texture[fty * TEX_SIZE + ftx] | ||
| 225 | }; | ||
| 226 | buffer[py * self.screen_w + sx] = darken_fx(color, bright_fx); | ||
| 227 | } | ||
| 228 | } | ||
| 229 | } | ||
| 230 | } | ||
| 231 | |||
| 232 | // ---- entity sprites (drawn after walls so occlusion is easy) ---- | ||
| 233 | self.draw_entities(game, buffer, &wall_dists, fov, half_h); | ||
| 234 | |||
| 235 | // ---- camera bob ---- | ||
| 236 | let bob = game.camera_bob().round() as isize; | ||
| 237 | if bob != 0 { | ||
| 238 | if bob > 0 { | ||
| 239 | let shift = bob as usize; | ||
| 240 | for py in (shift..self.screen_h).rev() { | ||
| 241 | let src = (py - shift) * self.screen_w; | ||
| 242 | let dst = py * self.screen_w; | ||
| 243 | buffer.copy_within(src..src + self.screen_w, dst); | ||
| 244 | } | ||
| 245 | buffer[0..shift * self.screen_w].fill(0xFF00_0000); | ||
| 246 | } else { | ||
| 247 | let shift = (-bob) as usize; | ||
| 248 | for py in 0..self.screen_h - shift { | ||
| 249 | let src = (py + shift) * self.screen_w; | ||
| 250 | let dst = py * self.screen_w; | ||
| 251 | buffer.copy_within(src..src + self.screen_w, dst); | ||
| 252 | } | ||
| 253 | let start = (self.screen_h - shift) * self.screen_w; | ||
| 254 | buffer[start..].fill(0xFF00_0000); | ||
| 255 | } | ||
| 256 | } | ||
| 257 | |||
| 258 | // ---- HUD ---- | ||
| 259 | self.draw_hud(buffer, game); | ||
| 260 | } | ||
| 261 | |||
| 262 | // ---- entity sprites --------------------------------------------------- | ||
| 263 | |||
| 264 | fn draw_entities( | ||
| 265 | &self, | ||
| 266 | game: &Game, | ||
| 267 | buffer: &mut [u32], | ||
| 268 | wall_dists: &[f64], | ||
| 269 | fov: f64, | ||
| 270 | half_h: f64, | ||
| 271 | ) { | ||
| 272 | let mw = game.maze.width(); | ||
| 273 | let mh = game.maze.height(); | ||
| 274 | |||
| 275 | for y in 0..mh { | ||
| 276 | for x in 0..mw { | ||
| 277 | let entity = match game.maze.entity_at(x, y) { | ||
| 278 | Some(e) => e, | ||
| 279 | None => continue, | ||
| 280 | }; | ||
| 281 | |||
| 282 | let ex = x as f64 + 0.5; | ||
| 283 | let ey = y as f64 + 0.5; | ||
| 284 | |||
| 285 | let dx = ex - game.player.x; | ||
| 286 | let dy = ey - game.player.y; | ||
| 287 | |||
| 288 | let fx = game.player.angle.cos(); | ||
| 289 | let fy = game.player.angle.sin(); | ||
| 290 | let rx = -fy; | ||
| 291 | let ry = fx; | ||
| 292 | |||
| 293 | let cam_z = dx * fx + dy * fy; // depth | ||
| 294 | if cam_z <= 0.1 { | ||
| 295 | continue; // behind camera | ||
| 296 | } | ||
| 297 | |||
| 298 | let cam_x = dx * rx + dy * ry; | ||
| 299 | |||
| 300 | // Check if entity is within FOV. | ||
| 301 | let half_fov_tan = (fov / 2.0).tan(); | ||
| 302 | let screen_x_norm = cam_x / (cam_z * half_fov_tan); | ||
| 303 | if screen_x_norm < -1.0 || screen_x_norm > 1.0 { | ||
| 304 | continue; | ||
| 305 | } | ||
| 306 | |||
| 307 | let sx = ((screen_x_norm + 1.0) * 0.5 * self.screen_w as f64) as isize; | ||
| 308 | |||
| 309 | // Entity height on screen. | ||
| 310 | let entity_h = (self.screen_h as f64 / cam_z * 0.4) as isize; | ||
| 311 | let sy = (half_h - entity_h as f64 * 0.3) as isize; | ||
| 312 | |||
| 313 | let (ch, color) = entity_char_and_color(entity); | ||
| 314 | |||
| 315 | // Check occlusion: is any wall column this entity overlaps with closer? | ||
| 316 | let left = (sx - entity_h / 2).max(0) as usize; | ||
| 317 | let right = (sx + entity_h / 2).min(self.screen_w as isize - 1) as usize; | ||
| 318 | let visible = (left..=right).any(|col| cam_z < wall_dists[col]); | ||
| 319 | |||
| 320 | if !visible { | ||
| 321 | continue; | ||
| 322 | } | ||
| 323 | |||
| 324 | let scale = (entity_h.max(6) as f64 / LETTER_H as f64).max(0.5); | ||
| 325 | |||
| 326 | self.draw_char_scaled( | ||
| 327 | buffer, | ||
| 328 | ch, | ||
| 329 | sx, | ||
| 330 | sy, | ||
| 331 | scale, | ||
| 332 | color, | ||
| 333 | cam_z, | ||
| 334 | game.weakness_factor(), | ||
| 335 | ); | ||
| 336 | } | ||
| 337 | } | ||
| 338 | } | ||
| 339 | |||
| 340 | fn draw_char_scaled( | ||
| 341 | &self, | ||
| 342 | buffer: &mut [u32], | ||
| 343 | ch: char, | ||
| 344 | cx: isize, | ||
| 345 | cy: isize, | ||
| 346 | scale: f64, | ||
| 347 | color: u32, | ||
| 348 | distance: f64, | ||
| 349 | weakness: f64, | ||
| 350 | ) { | ||
| 351 | let glyph = match find_glyph(ch) { | ||
| 352 | Some(g) => g, | ||
| 353 | None => return, | ||
| 354 | }; | ||
| 355 | |||
| 356 | let darken_scale = 1.0 + weakness * 12.0; | ||
| 357 | let bright = 1.0 / (1.0 + distance * 0.15 * darken_scale); | ||
| 358 | let bright_fx = (bright * 256.0) as u32; | ||
| 359 | let final_color = darken_fx(color, bright_fx); | ||
| 360 | |||
| 361 | let draw_w = (LETTER_W as f64 * scale) as isize; | ||
| 362 | let draw_h = (LETTER_H as f64 * scale) as isize; | ||
| 363 | |||
| 364 | let start_x = cx - draw_w / 2; | ||
| 365 | let start_y = cy - draw_h / 2; | ||
| 167 | 366 | ||
| 168 | let color = game.floor_texture[fty * TEX_SIZE + ftx]; | 367 | for gy in 0..LETTER_H { |
| 169 | buffer[py * self.screen_w + sx] = | 368 | let bits = glyph[gy]; |
| 170 | darken_fx(color, self.floor_bright_lut[py]); | 369 | for gx in 0..LETTER_W { |
| 370 | if (bits >> (LETTER_W - 1 - gx)) & 1 == 0 { | ||
| 371 | continue; | ||
| 372 | } | ||
| 373 | let px_start = start_x + (gx as f64 * scale) as isize; | ||
| 374 | let py_start = start_y + (gy as f64 * scale) as isize; | ||
| 375 | let px_end = start_x + ((gx + 1) as f64 * scale) as isize; | ||
| 376 | let py_end = start_y + ((gy + 1) as f64 * scale) as isize; | ||
| 377 | |||
| 378 | for py in py_start.max(0)..py_end.min(self.screen_h as isize) { | ||
| 379 | for px in px_start.max(0)..px_end.min(self.screen_w as isize) { | ||
| 380 | let idx = py as usize * self.screen_w + px as usize; | ||
| 381 | buffer[idx] = final_color; | ||
| 382 | } | ||
| 383 | } | ||
| 384 | } | ||
| 385 | } | ||
| 386 | } | ||
| 387 | |||
| 388 | // ---- HUD ------------------------------------------------------------- | ||
| 389 | |||
| 390 | fn draw_hud(&self, buffer: &mut [u32], game: &Game) { | ||
| 391 | let bar_h = 40usize; | ||
| 392 | let bar_y = self.screen_h - bar_h; | ||
| 393 | |||
| 394 | // Background. | ||
| 395 | for py in bar_y..self.screen_h { | ||
| 396 | for px in 0..self.screen_w { | ||
| 397 | buffer[py * self.screen_w + px] = 0xFF_222222; | ||
| 398 | } | ||
| 399 | } | ||
| 400 | |||
| 401 | let x = 8usize; | ||
| 402 | let y = bar_y + 6; | ||
| 403 | |||
| 404 | // Format the HUD string. | ||
| 405 | let hp_str = format!("♥{}/{}", game.hp, game.max_hp); | ||
| 406 | let san_str = format!("♦{}%", game.sanity); | ||
| 407 | let weak_str = format!("⌂{}%", game.weakness); | ||
| 408 | let beats_str = format!("♥♥{}", game.heartbeats()); | ||
| 409 | let wpn_str = format!("WPN:{}", game.weapon_base_damage); | ||
| 410 | let depth_str = format!("DEPTH:{}", game.depth); | ||
| 411 | |||
| 412 | let inv_str: String = game | ||
| 413 | .inventory | ||
| 414 | .iter() | ||
| 415 | .enumerate() | ||
| 416 | .map(|(i, item)| match item { | ||
| 417 | Some(item) => { | ||
| 418 | let ch = pickup_char(item.pickup); | ||
| 419 | if i == game.selected_slot { | ||
| 420 | format!("[{}]", ch) | ||
| 421 | } else { | ||
| 422 | format!(" {} ", ch) | ||
| 423 | } | ||
| 424 | } | ||
| 425 | None => { | ||
| 426 | if i == game.selected_slot { | ||
| 427 | "[ ]".to_string() | ||
| 428 | } else { | ||
| 429 | " ".to_string() | ||
| 430 | } | ||
| 431 | } | ||
| 432 | }) | ||
| 433 | .collect(); | ||
| 434 | |||
| 435 | let full = format!( | ||
| 436 | "{} {} {} {} {} {} {}", | ||
| 437 | hp_str, san_str, weak_str, beats_str, wpn_str, inv_str, depth_str | ||
| 438 | ); | ||
| 439 | |||
| 440 | self.draw_text(buffer, x, y, &full, 0xFF_CCCCCC); | ||
| 441 | |||
| 442 | // ---- message log above the bar ---- | ||
| 443 | if !game.message.is_empty() { | ||
| 444 | let msg_y = bar_y.saturating_sub(LETTER_H + 4); | ||
| 445 | self.draw_text(buffer, 8, msg_y, &game.message, 0xFF_DDAA44); | ||
| 446 | } | ||
| 447 | } | ||
| 448 | |||
| 449 | fn draw_text(&self, buffer: &mut [u32], mut x: usize, y: usize, text: &str, color: u32) { | ||
| 450 | for ch in text.to_uppercase().chars() { | ||
| 451 | let glyph = match find_glyph(ch) { | ||
| 452 | Some(g) => g, | ||
| 453 | None => { | ||
| 454 | x += LETTER_W + 1; | ||
| 455 | continue; | ||
| 456 | } | ||
| 457 | }; | ||
| 458 | |||
| 459 | for gy in 0..LETTER_H { | ||
| 460 | let bits = glyph[gy]; | ||
| 461 | for gx in 0..LETTER_W { | ||
| 462 | if (bits >> (LETTER_W - 1 - gx)) & 1 != 0 { | ||
| 463 | let px = x + gx; | ||
| 464 | let py = y + gy; | ||
| 465 | if px < self.screen_w && py < self.screen_h { | ||
| 466 | buffer[py * self.screen_w + px] = color; | ||
| 467 | } | ||
| 171 | } | 468 | } |
| 172 | } | 469 | } |
| 173 | } | 470 | } |
| 471 | x += LETTER_W + 1; // 1px gap | ||
| 472 | } | ||
| 473 | } | ||
| 474 | } | ||
| 475 | |||
| 476 | // ---- helpers ---- | ||
| 477 | |||
| 478 | fn find_glyph(ch: char) -> Option<[u8; 5]> { | ||
| 479 | let s = ch.to_string(); | ||
| 480 | for (name, glyph) in LETTERS { | ||
| 481 | if *name == s { | ||
| 482 | return Some(*glyph); | ||
| 174 | } | 483 | } |
| 175 | } | 484 | } |
| 485 | None | ||
| 486 | } | ||
| 487 | |||
| 488 | fn entity_char_and_color(entity: &Entity) -> (char, u32) { | ||
| 489 | match entity { | ||
| 490 | Entity::Enemy { .. } => ('@', 0xFF_CC3333), | ||
| 491 | Entity::Hallucination { .. } => ('@', 0xFF_CC3333), | ||
| 492 | Entity::Pickup(pt) => (pickup_char(*pt), pickup_color(*pt)), | ||
| 493 | Entity::HallucinatedPickup(pt) => (pickup_char(*pt), pickup_color(*pt)), | ||
| 494 | } | ||
| 495 | } | ||
| 496 | |||
| 497 | fn pickup_char(pt: PickupType) -> char { | ||
| 498 | match pt { | ||
| 499 | PickupType::Food => 'F', | ||
| 500 | PickupType::Pill => '0', | ||
| 501 | PickupType::Bandage => '+', | ||
| 502 | PickupType::Weapon { .. } => '!', | ||
| 503 | } | ||
| 504 | } | ||
| 505 | |||
| 506 | fn pickup_color(pt: PickupType) -> u32 { | ||
| 507 | match pt { | ||
| 508 | PickupType::Food => 0xFF_33CC33, | ||
| 509 | PickupType::Pill => 0xFF_33CCCC, | ||
| 510 | PickupType::Bandage => 0xFF_CCCCCC, | ||
| 511 | PickupType::Weapon { .. } => 0xFF_CCCC33, | ||
| 512 | } | ||
| 176 | } | 513 | } |
| 177 | 514 | ||
| 178 | /// Integer darken: `bright_fx` is brightness × 256 in fixed-point. | ||
| 179 | #[inline(always)] | 515 | #[inline(always)] |
| 180 | fn darken_fx(color: u32, bright_fx: u32) -> u32 { | 516 | fn darken_fx(color: u32, bright_fx: u32) -> u32 { |
| 181 | let r = (((color >> 16) & 0xFF) * bright_fx) >> 8; | 517 | let r = (((color >> 16) & 0xFF) * bright_fx) >> 8; |
diff --git a/src/texture.rs b/src/texture.rs index bdbb15c..e5720c0 100644 --- a/src/texture.rs +++ b/src/texture.rs | |||
| @@ -60,6 +60,49 @@ pub fn generate_wall_texture(rng: &mut impl Rng) -> Vec<u32> { | |||
| 60 | tex | 60 | tex |
| 61 | } | 61 | } |
| 62 | 62 | ||
| 63 | /// Gray stone-tile floor with a dark hole in the centre — the exit staircase. | ||
| 64 | pub fn generate_exit_texture(rng: &mut impl Rng) -> Vec<u32> { | ||
| 65 | let mut tex = generate_floor_texture(rng); | ||
| 66 | |||
| 67 | let cx = TEX_SIZE as f64 / 2.0; | ||
| 68 | let cy = TEX_SIZE as f64 / 2.0; | ||
| 69 | let hole_radius = TEX_SIZE as f64 * 0.35; | ||
| 70 | let fade_zone = TEX_SIZE as f64 * 0.08; | ||
| 71 | |||
| 72 | for y in 0..TEX_SIZE { | ||
| 73 | for x in 0..TEX_SIZE { | ||
| 74 | let dx = x as f64 - cx; | ||
| 75 | let dy = y as f64 - cy; | ||
| 76 | let dist = (dx * dx + dy * dy).sqrt(); | ||
| 77 | |||
| 78 | if dist < hole_radius { | ||
| 79 | // Deep black void. | ||
| 80 | let edge = (dist / hole_radius).clamp(0.0, 1.0); | ||
| 81 | // Slight blueish tint near the edge for depth. | ||
| 82 | let r = (8.0 * (1.0 - edge)) as u8; | ||
| 83 | let g = (6.0 * (1.0 - edge)) as u8; | ||
| 84 | let b = (12.0 * edge + 4.0 * (1.0 - edge)) as u8; | ||
| 85 | tex[y * TEX_SIZE + x] = | ||
| 86 | 0xFF00_0000 | ((r as u32) << 16) | ((g as u32) << 8) | (b as u32); | ||
| 87 | } else if dist < hole_radius + fade_zone { | ||
| 88 | // Fade zone: blend from floor to darkness. | ||
| 89 | let t = ((dist - hole_radius) / fade_zone).clamp(0.0, 1.0); | ||
| 90 | let floor_color = tex[y * TEX_SIZE + x]; | ||
| 91 | let fr = ((floor_color >> 16) & 0xFF) as f64; | ||
| 92 | let fg = ((floor_color >> 8) & 0xFF) as f64; | ||
| 93 | let fb = (floor_color & 0xFF) as f64; | ||
| 94 | |||
| 95 | let r = (fr * t + 8.0 * (1.0 - t)) as u8; | ||
| 96 | let g = (fg * t + 6.0 * (1.0 - t)) as u8; | ||
| 97 | let b = (fb * t + 12.0 * (1.0 - t)) as u8; | ||
| 98 | tex[y * TEX_SIZE + x] = | ||
| 99 | 0xFF00_0000 | ((r as u32) << 16) | ((g as u32) << 8) | (b as u32); | ||
| 100 | } | ||
| 101 | } | ||
| 102 | } | ||
| 103 | tex | ||
| 104 | } | ||
| 105 | |||
| 63 | /// Gray stone-tile floor — 64×64, checkerboard with grout and subtle colour tint. | 106 | /// Gray stone-tile floor — 64×64, checkerboard with grout and subtle colour tint. |
| 64 | pub fn generate_floor_texture(rng: &mut impl Rng) -> Vec<u32> { | 107 | pub fn generate_floor_texture(rng: &mut impl Rng) -> Vec<u32> { |
| 65 | let seed = rng.gen::<u64>(); | 108 | let seed = rng.gen::<u64>(); |
| @@ -68,7 +111,11 @@ pub fn generate_floor_texture(rng: &mut impl Rng) -> Vec<u32> { | |||
| 68 | for y in 0..TEX_SIZE { | 111 | for y in 0..TEX_SIZE { |
| 69 | for x in 0..TEX_SIZE { | 112 | for x in 0..TEX_SIZE { |
| 70 | let h = hash(x as u32, y as u32, seed); | 113 | let h = hash(x as u32, y as u32, seed); |
| 71 | let h2 = hash(x.wrapping_add(2000) as u32, y.wrapping_add(2000) as u32, seed); | 114 | let h2 = hash( |
| 115 | x.wrapping_add(2000) as u32, | ||
| 116 | y.wrapping_add(2000) as u32, | ||
| 117 | seed, | ||
| 118 | ); | ||
| 72 | 119 | ||
| 73 | let tile_x = x / 16; | 120 | let tile_x = x / 16; |
| 74 | let tile_y = y / 16; | 121 | let tile_y = y / 16; |
