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|
use crate::game::{Entity, Game, PickupType};
use crate::texture::TEX_SIZE;
// ---- simple 5×5 ASCII glyphs ----
// ---- simple 5×5 ASCII glyphs for letters & symbols (incomplete — add as needed) ----
const LETTERS: &[(&str, [u8; 5])] = &[
// Uppercase A-Z
("A", [0b01110, 0b10001, 0b11111, 0b10001, 0b10001]),
("B", [0b11110, 0b10001, 0b11110, 0b10001, 0b11110]),
("C", [0b01110, 0b10001, 0b10000, 0b10001, 0b01110]),
("D", [0b11110, 0b10001, 0b10001, 0b10001, 0b11110]),
("E", [0b11111, 0b10000, 0b11110, 0b10000, 0b11111]),
("F", [0b11111, 0b10000, 0b11110, 0b10000, 0b10000]),
("G", [0b01110, 0b10000, 0b10111, 0b10001, 0b01110]),
("H", [0b10001, 0b10001, 0b11111, 0b10001, 0b10001]),
("I", [0b01110, 0b00100, 0b00100, 0b00100, 0b01110]),
("J", [0b00011, 0b00001, 0b00001, 0b10001, 0b01110]),
("K", [0b10001, 0b10010, 0b11100, 0b10010, 0b10001]),
("L", [0b10000, 0b10000, 0b10000, 0b10000, 0b11111]),
("M", [0b10001, 0b11011, 0b10101, 0b10001, 0b10001]),
("N", [0b10001, 0b11001, 0b10101, 0b10011, 0b10001]),
("O", [0b01110, 0b10001, 0b10001, 0b10001, 0b01110]),
("P", [0b11110, 0b10001, 0b11110, 0b10000, 0b10000]),
("Q", [0b01110, 0b10001, 0b10001, 0b10010, 0b01101]),
("R", [0b11110, 0b10001, 0b11110, 0b10010, 0b10001]),
("S", [0b01110, 0b10000, 0b01110, 0b00001, 0b11110]),
("T", [0b11111, 0b00100, 0b00100, 0b00100, 0b00100]),
("U", [0b10001, 0b10001, 0b10001, 0b10001, 0b01110]),
("V", [0b10001, 0b10001, 0b10001, 0b01010, 0b00100]),
("W", [0b10001, 0b10001, 0b10101, 0b10101, 0b01010]),
("X", [0b10001, 0b01010, 0b00100, 0b01010, 0b10001]),
("Y", [0b10001, 0b01010, 0b00100, 0b00100, 0b00100]),
("Z", [0b11111, 0b00010, 0b00100, 0b01000, 0b11111]),
// Digits
("0", [0b01110, 0b10011, 0b10101, 0b11001, 0b01110]),
("1", [0b00100, 0b01100, 0b00100, 0b00100, 0b01110]),
("2", [0b01110, 0b10001, 0b00010, 0b00100, 0b11111]),
("3", [0b01110, 0b10001, 0b00110, 0b10001, 0b01110]),
("4", [0b00010, 0b00110, 0b01010, 0b11111, 0b00010]),
("5", [0b11111, 0b10000, 0b11110, 0b10001, 0b01110]),
("6", [0b01110, 0b10000, 0b11110, 0b10001, 0b01110]),
("7", [0b11111, 0b00001, 0b00010, 0b00100, 0b00100]),
("8", [0b01110, 0b10001, 0b01110, 0b10001, 0b01110]),
("9", [0b01110, 0b10001, 0b01111, 0b00001, 0b01110]),
// Punctuation & symbols
("!", [0b00100, 0b00100, 0b00100, 0b00000, 0b00100]),
("@", [0b01110, 0b10001, 0b10111, 0b10000, 0b01110]),
("+", [0b00000, 0b00100, 0b01110, 0b00100, 0b00000]),
(":", [0b00000, 0b00100, 0b00000, 0b00100, 0b00000]),
("%", [0b10001, 0b00010, 0b00100, 0b01000, 0b10001]),
("/", [0b00001, 0b00010, 0b00100, 0b01000, 0b10000]),
(".", [0b00000, 0b00000, 0b00000, 0b00000, 0b00100]),
(",", [0b00000, 0b00000, 0b00000, 0b00100, 0b01000]),
("(", [0b00010, 0b00100, 0b00100, 0b00100, 0b00010]),
(")", [0b01000, 0b00100, 0b00100, 0b00100, 0b01000]),
("-", [0b00000, 0b00000, 0b01110, 0b00000, 0b00000]),
("'", [0b00100, 0b00000, 0b00000, 0b00000, 0b00000]),
// Unicode symbols
("♥", [0b01010, 0b11111, 0b11111, 0b01110, 0b00100]),
("♦", [0b00100, 0b01110, 0b11111, 0b01110, 0b00100]),
("⌂", [0b01110, 0b10001, 0b10101, 0b10001, 0b11111]),
("[", [0b01110, 0b01000, 0b01000, 0b01000, 0b01110]),
("]", [0b01110, 0b00010, 0b00010, 0b00010, 0b01110]),
(" ", [0b00000; 5]),
];
const LETTER_W: usize = 5;
const LETTER_H: usize = 5;
pub struct Renderer {
screen_w: usize,
screen_h: usize,
floor_dist_lut: Vec<f64>,
}
impl Renderer {
pub fn new(screen_w: usize, screen_h: usize) -> Self {
let half_h = screen_h as f64 / 2.0;
let mut floor_dist_lut = vec![0.0f64; screen_h];
for py in (screen_h / 2 + 1)..screen_h {
let dy = py as f64 - half_h;
floor_dist_lut[py] = 0.5 * screen_h as f64 / dy;
}
Self {
screen_w,
screen_h,
floor_dist_lut,
}
}
pub fn render(&self, game: &Game, buffer: &mut [u32]) {
buffer.fill(0xFF00_0000);
let half_h = self.screen_h as f64 / 2.0;
let fov = std::f64::consts::PI / 3.0;
// Per-column wall distances for entity occlusion.
let mut wall_dists = vec![f64::MAX; self.screen_w];
for sx in 0..self.screen_w {
let cam_x = 2.0 * sx as f64 / self.screen_w as f64 - 1.0;
let ray_angle = game.player.angle + (fov / 2.0) * cam_x;
let rdx = ray_angle.cos();
let rdy = ray_angle.sin();
let cos_diff = (ray_angle - game.player.angle).cos().abs().max(0.001);
let rdx_floor = rdx / cos_diff;
let rdy_floor = rdy / cos_diff;
let mut map_x = game.player.x as isize;
let mut map_y = game.player.y as isize;
let ddx = if rdx == 0.0 {
f64::MAX
} else {
(1.0 / rdx).abs()
};
let ddy = if rdy == 0.0 {
f64::MAX
} else {
(1.0 / rdy).abs()
};
let (step_x, mut side_x) = if rdx < 0.0 {
(-1isize, (game.player.x - map_x as f64) * ddx)
} else {
(1isize, (map_x as f64 + 1.0 - game.player.x) * ddx)
};
let (step_y, mut side_y) = if rdy < 0.0 {
(-1isize, (game.player.y - map_y as f64) * ddy)
} else {
(1isize, (map_y as f64 + 1.0 - game.player.y) * ddy)
};
let mut hit_side: bool;
let euclidean: f64;
loop {
if side_x < side_y {
side_x += ddx;
map_x += step_x;
hit_side = false;
} else {
side_y += ddy;
map_y += step_y;
hit_side = true;
}
if map_y < 0
|| map_y >= game.maze.height() as isize
|| map_x < 0
|| map_x >= game.maze.width() as isize
{
euclidean = 1.0;
break;
}
if game.maze.is_wall(map_y as usize, map_x as usize) {
euclidean = if !hit_side {
(map_x as f64 - game.player.x + (1.0 - step_x as f64) / 2.0) / rdx
} else {
(map_y as f64 - game.player.y + (1.0 - step_y as f64) / 2.0) / rdy
};
break;
}
}
let perp_dist = (euclidean * (ray_angle - game.player.angle).cos().abs()).max(0.001);
wall_dists[sx] = perp_dist;
let wall_h = (self.screen_h as f64 / perp_dist) as isize;
let draw_start = ((-wall_h / 2) + self.screen_h as isize / 2).max(0) as usize;
let draw_end = ((wall_h / 2) + self.screen_h as isize / 2)
.min(self.screen_h as isize - 1) as usize;
let wall_x = if !hit_side {
game.player.y + euclidean * rdy
} else {
game.player.x + euclidean * rdx
};
let wall_x = wall_x - wall_x.floor();
let tex_x = ((wall_x * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1);
let wall_bright_fx = {
let w = game.weakness_factor();
let darken_scale = 1.0 + w * 12.0;
let b = 1.0 / (1.0 + perp_dist * 0.25 * darken_scale);
(b * 256.0) as u32
};
for py in draw_start..=draw_end {
let tex_y = ((py as f64 - half_h + wall_h as f64 / 2.0) * TEX_SIZE as f64
/ wall_h as f64) as usize;
let tex_y = tex_y.min(TEX_SIZE - 1);
let color = game.wall_texture[tex_y * TEX_SIZE + tex_x];
buffer[py * self.screen_w + sx] = darken_fx(color, wall_bright_fx);
}
let floor_start = draw_end + 1;
if floor_start < self.screen_h {
let w = game.weakness_factor();
let darken_scale = 1.0 + w * 12.0;
for py in floor_start..self.screen_h {
let floor_dist = self.floor_dist_lut[py];
let bright = 1.0 / (1.0 + floor_dist * 0.35 * darken_scale);
let bright_fx = (bright * 256.0) as u32;
if floor_dist > 15.0 {
let gray = darken_fx(0xFF80_8080, bright_fx);
buffer[py * self.screen_w + sx] = gray;
} else {
let fx = game.player.x + floor_dist * rdx_floor;
let fy = game.player.y + floor_dist * rdy_floor;
let ftx = ((fx.fract().abs() * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1);
let fty = ((fy.fract().abs() * TEX_SIZE as f64) as usize).min(TEX_SIZE - 1);
let color =
if fx as usize == game.maze.exit_x && fy as usize == game.maze.exit_y {
game.exit_texture[fty * TEX_SIZE + ftx]
} else {
game.floor_texture[fty * TEX_SIZE + ftx]
};
buffer[py * self.screen_w + sx] = darken_fx(color, bright_fx);
}
}
}
}
// ---- entity sprites (drawn after walls so occlusion is easy) ----
self.draw_entities(game, buffer, &wall_dists, fov, half_h);
// ---- camera bob ----
let bob = game.camera_bob().round() as isize;
if bob != 0 {
if bob > 0 {
let shift = bob as usize;
for py in (shift..self.screen_h).rev() {
let src = (py - shift) * self.screen_w;
let dst = py * self.screen_w;
buffer.copy_within(src..src + self.screen_w, dst);
}
buffer[0..shift * self.screen_w].fill(0xFF00_0000);
} else {
let shift = (-bob) as usize;
for py in 0..self.screen_h - shift {
let src = (py + shift) * self.screen_w;
let dst = py * self.screen_w;
buffer.copy_within(src..src + self.screen_w, dst);
}
let start = (self.screen_h - shift) * self.screen_w;
buffer[start..].fill(0xFF00_0000);
}
}
// ---- HUD ----
self.draw_hud(buffer, game);
}
// ---- entity sprites ---------------------------------------------------
fn draw_entities(
&self,
game: &Game,
buffer: &mut [u32],
wall_dists: &[f64],
fov: f64,
half_h: f64,
) {
let mw = game.maze.width();
let mh = game.maze.height();
for y in 0..mh {
for x in 0..mw {
let entity = match game.maze.entity_at(x, y) {
Some(e) => e,
None => continue,
};
let ex = x as f64 + 0.5;
let ey = y as f64 + 0.5;
let dx = ex - game.player.x;
let dy = ey - game.player.y;
let fx = game.player.angle.cos();
let fy = game.player.angle.sin();
let rx = -fy;
let ry = fx;
let cam_z = dx * fx + dy * fy; // depth
if cam_z <= 0.1 {
continue; // behind camera
}
let cam_x = dx * rx + dy * ry;
// Check if entity is within FOV.
let half_fov_tan = (fov / 2.0).tan();
let screen_x_norm = cam_x / (cam_z * half_fov_tan);
if screen_x_norm < -1.0 || screen_x_norm > 1.0 {
continue;
}
let sx = ((screen_x_norm + 1.0) * 0.5 * self.screen_w as f64) as isize;
// Entity height on screen.
let entity_h = (self.screen_h as f64 / cam_z * 0.4) as isize;
let sy = (half_h - entity_h as f64 * 0.3) as isize;
let (ch, color) = entity_char_and_color(entity);
// Check occlusion: is any wall column this entity overlaps with closer?
let left = (sx - entity_h / 2).max(0) as usize;
let right = (sx + entity_h / 2).min(self.screen_w as isize - 1) as usize;
let visible = (left..=right).any(|col| cam_z < wall_dists[col]);
if !visible {
continue;
}
let scale = (entity_h.max(6) as f64 / LETTER_H as f64).max(0.5);
self.draw_char_scaled(
buffer,
ch,
sx,
sy,
scale,
color,
cam_z,
game.weakness_factor(),
);
}
}
}
fn draw_char_scaled(
&self,
buffer: &mut [u32],
ch: char,
cx: isize,
cy: isize,
scale: f64,
color: u32,
distance: f64,
weakness: f64,
) {
let glyph = match find_glyph(ch) {
Some(g) => g,
None => return,
};
let darken_scale = 1.0 + weakness * 12.0;
let bright = 1.0 / (1.0 + distance * 0.15 * darken_scale);
let bright_fx = (bright * 256.0) as u32;
let final_color = darken_fx(color, bright_fx);
let draw_w = (LETTER_W as f64 * scale) as isize;
let draw_h = (LETTER_H as f64 * scale) as isize;
let start_x = cx - draw_w / 2;
let start_y = cy - draw_h / 2;
for gy in 0..LETTER_H {
let bits = glyph[gy];
for gx in 0..LETTER_W {
if (bits >> (LETTER_W - 1 - gx)) & 1 == 0 {
continue;
}
let px_start = start_x + (gx as f64 * scale) as isize;
let py_start = start_y + (gy as f64 * scale) as isize;
let px_end = start_x + ((gx + 1) as f64 * scale) as isize;
let py_end = start_y + ((gy + 1) as f64 * scale) as isize;
for py in py_start.max(0)..py_end.min(self.screen_h as isize) {
for px in px_start.max(0)..px_end.min(self.screen_w as isize) {
let idx = py as usize * self.screen_w + px as usize;
buffer[idx] = final_color;
}
}
}
}
}
// ---- HUD -------------------------------------------------------------
fn draw_hud(&self, buffer: &mut [u32], game: &Game) {
let bar_h = 40usize;
let bar_y = self.screen_h - bar_h;
// Background.
for py in bar_y..self.screen_h {
for px in 0..self.screen_w {
buffer[py * self.screen_w + px] = 0xFF_222222;
}
}
let x = 8usize;
let y = bar_y + 6;
// Format the HUD string.
let hp_str = format!("♥{}/{}", game.hp, game.max_hp);
let san_str = format!("♦{}%", game.sanity);
let weak_str = format!("⌂{}%", game.weakness);
let beats_str = format!("♥♥{}", game.heartbeats());
let wpn_str = format!("WPN:{}", game.weapon_base_damage);
let depth_str = format!("DEPTH:{}", game.depth);
let inv_str: String = game
.inventory
.iter()
.enumerate()
.map(|(i, item)| match item {
Some(item) => {
let ch = pickup_char(item.pickup);
if i == game.selected_slot {
format!("[{}]", ch)
} else {
format!(" {} ", ch)
}
}
None => {
if i == game.selected_slot {
"[ ]".to_string()
} else {
" ".to_string()
}
}
})
.collect();
let full = format!(
"{} {} {} {} {} {} {}",
hp_str, san_str, weak_str, beats_str, wpn_str, inv_str, depth_str
);
self.draw_text(buffer, x, y, &full, 0xFF_CCCCCC);
// ---- message log above the bar ----
if !game.message.is_empty() {
let msg_y = bar_y.saturating_sub(LETTER_H + 4);
self.draw_text(buffer, 8, msg_y, &game.message, 0xFF_DDAA44);
}
}
fn draw_text(&self, buffer: &mut [u32], mut x: usize, y: usize, text: &str, color: u32) {
for ch in text.to_uppercase().chars() {
let glyph = match find_glyph(ch) {
Some(g) => g,
None => {
x += LETTER_W + 1;
continue;
}
};
for gy in 0..LETTER_H {
let bits = glyph[gy];
for gx in 0..LETTER_W {
if (bits >> (LETTER_W - 1 - gx)) & 1 != 0 {
let px = x + gx;
let py = y + gy;
if px < self.screen_w && py < self.screen_h {
buffer[py * self.screen_w + px] = color;
}
}
}
}
x += LETTER_W + 1; // 1px gap
}
}
}
// ---- helpers ----
fn find_glyph(ch: char) -> Option<[u8; 5]> {
let s = ch.to_string();
for (name, glyph) in LETTERS {
if *name == s {
return Some(*glyph);
}
}
None
}
fn entity_char_and_color(entity: &Entity) -> (char, u32) {
match entity {
Entity::Enemy { .. } => ('@', 0xFF_CC3333),
Entity::Hallucination { .. } => ('@', 0xFF_CC3333),
Entity::Pickup(pt) => (pickup_char(*pt), pickup_color(*pt)),
Entity::HallucinatedPickup(pt) => (pickup_char(*pt), pickup_color(*pt)),
}
}
fn pickup_char(pt: PickupType) -> char {
match pt {
PickupType::Food => 'F',
PickupType::Pill => '0',
PickupType::Bandage => '+',
PickupType::Weapon { .. } => '!',
}
}
fn pickup_color(pt: PickupType) -> u32 {
match pt {
PickupType::Food => 0xFF_33CC33,
PickupType::Pill => 0xFF_33CCCC,
PickupType::Bandage => 0xFF_CCCCCC,
PickupType::Weapon { .. } => 0xFF_CCCC33,
}
}
#[inline(always)]
fn darken_fx(color: u32, bright_fx: u32) -> u32 {
let r = (((color >> 16) & 0xFF) * bright_fx) >> 8;
let g = (((color >> 8) & 0xFF) * bright_fx) >> 8;
let b = ((color & 0xFF) * bright_fx) >> 8;
0xFF00_0000 | (r << 16) | (g << 8) | b
}
|