Areas are now generated on the fly based on player position
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07826336c5
commit
12048ffc8c
3 changed files with 74 additions and 9 deletions
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@ -27,8 +27,7 @@ Game::Game(sf::RenderWindow& window) :
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mWindow.setFramerateLimit(FPS_GOAL);
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mWindow.setKeyRepeatEnabled(false);
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sf::IntRect area(-32, -32, 64, 64);
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mGenerator.generateTiles(area);
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mGenerator.generateCurrentAreaIfNeeded(sf::Vector2f());
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mPlayer = std::shared_ptr<Player>(new Player(mWorld, mPathfinder,
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mGenerator.getPlayerSpawn()));
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mWorld.insertCharacter(mPlayer);
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@ -63,7 +62,10 @@ Game::loop() {
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mWorld.think(elapsed);
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mWorld.step(elapsed);
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render();
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mGenerator.generateCurrentAreaIfNeeded(mPlayer->getPosition());
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}
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}
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@ -7,6 +7,7 @@
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#include "Generator.h"
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#include <algorithm>
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#include <assert.h>
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#include <map>
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#include <set>
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@ -22,6 +23,9 @@
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/// Seed for usage with simplexnoise.h
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uint8_t perm[512];
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const int Generator::GENERATE_AREA_SIZE = 4;
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const float Generator::GENERATE_AREA_RANGE = 4.0f;
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/**
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* Amount of tiles extra to generate, to get consistent walls
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* across multiple generateTiles calls for bordering areas.
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@ -45,6 +49,55 @@ Generator::Generator(World& world, Pathfinder& pathfinder) :
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perm[i] = distribution(mersenne);
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}
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/**
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* Generates tiles near position (maximum distance is determined by
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* GENERATE_AREA_SIZE and GENERATE_AREA_RANGE).
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*/
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void
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Generator::generateCurrentAreaIfNeeded(const sf::Vector2f& position) {
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auto compare = [](const sf::Vector2i& a, const sf::Vector2i& b) {
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return a.x < b.x || (a.x == b.x && a.y < b.y);
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};
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std::map<sf::Vector2i, float, decltype(compare)> open(compare);
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std::set<sf::Vector2i, decltype(compare)> closed(compare);
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sf::Vector2i start((int) floor(position.x / Tile::TILE_SIZE.x),
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(int) floor(position.y / Tile::TILE_SIZE.y));
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start /= GENERATE_AREA_SIZE;
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auto makePair = [&start](const sf::Vector2i& point) {
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return std::make_pair(point, thor::length(sf::Vector2f(point - start)));
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};
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open.insert(makePair(start));
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while (!open.empty()) {
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auto intComp = [](const std::pair<sf::Vector2i, float>& left,
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const std::pair<sf::Vector2i, float>& right) {
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return left.second < right.second;
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};
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sf::Vector2i current =
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std::min_element(open.begin(), open.end(), intComp)->first;
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float distance = open[current];
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open.erase(current);
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closed.insert(current);
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if (!mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) {
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mGenerated[current.x][current.y] = true;
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generateTiles(sf::IntRect(current * GENERATE_AREA_SIZE -
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sf::Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE) / 2,
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sf::Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE)));
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}
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if (mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) {
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if (closed.find(sf::Vector2i(current.x + 1, current.y)) == closed.end())
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open.insert(makePair(sf::Vector2i(current.x + 1, current.y)));
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if (closed.find(sf::Vector2i(current.x, current.y + 1)) == closed.end())
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open.insert(makePair(sf::Vector2i(current.x, current.y + 1)));
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if (closed.find(sf::Vector2i(current.x - 1, current.y)) == closed.end())
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open.insert(makePair(sf::Vector2i(current.x - 1, current.y)));
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if (closed.find(sf::Vector2i(current.x, current.y - 1)) == closed.end())
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open.insert(makePair(sf::Vector2i(current.x, current.y - 1)));
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}
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}
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}
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/**
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* Fill world with procedurally generated tiles.
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*
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@ -87,7 +140,7 @@ Generator::generateTiles(const sf::IntRect& area) {
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}
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generateAreas(filtered, area, sf::Vector2f(area.left, area.top));
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mPathfinder.generatePortals();
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mGenerated = filtered;
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mTiles = filtered;
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}
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std::vector<sf::Vector2f>
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@ -228,12 +281,16 @@ Generator::findClosestFloor(const sf::Vector2i& position) const {
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open.insert(makePair(start));
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while (!open.empty()) {
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const sf::Vector2i& current = open.begin()->first;
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auto intComp = [](const std::pair<sf::Vector2i, float>& left,
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const std::pair<sf::Vector2i, float>& right) {
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return left.second < right.second;
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};
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sf::Vector2i current = std::min_element(open.begin(), open.end(), intComp)->first;
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open.erase(current);
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closed.insert(current);
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if (mGenerated.count(current.x) != 0 &&
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mGenerated.at(current.x).count(current.y) != 0 &&
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mGenerated.at(current.x).at(current.y) == Tile::Type::FLOOR)
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if (mTiles.count(current.x) != 0 &&
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mTiles.at(current.x).count(current.y) != 0 &&
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mTiles.at(current.x).at(current.y) == Tile::Type::FLOOR)
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return current;
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else {
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if (closed.find(sf::Vector2i(current.x + 1, current.y)) == closed.end())
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@ -18,7 +18,7 @@ class Pathfinder;
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class Generator {
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public:
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explicit Generator(World& world, Pathfinder& pathfinder);
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void generateTiles(const sf::IntRect& area);
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void generateCurrentAreaIfNeeded(const sf::Vector2f& position);
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sf::Vector2f getPlayerSpawn() const;
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std::vector<sf::Vector2f> getEnemySpawns(const sf::IntRect& area) const;
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@ -27,6 +27,7 @@ private:
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typedef std::map<int, std::map<int, type> > array;
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private:
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void generateTiles(const sf::IntRect& area);
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sf::Vector2i findClosestFloor(const sf::Vector2i& position) const;
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static void fill(array& in, const sf::IntRect& area, type value);
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static void filterWalls(const array& in, array& out, int x, int y,
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@ -36,13 +37,18 @@ private:
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const sf::Vector2f& offset) const;
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private:
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static const int GENERATE_AREA_SIZE;
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static const float GENERATE_AREA_RANGE;
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static const int MARGIN;
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static const float LAYER_TILES;
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static const float LAYER_ENEMIES;
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World& mWorld;
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Pathfinder& mPathfinder;
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array mGenerated;
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/// Contains values of all tiles that have yet been generated.
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array mTiles;
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/// Stores where tiles have already been generated.
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std::map<int, std::map<int, bool> > mGenerated;
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};
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#endif /* DG_GENERATOR_H_ */
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