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map_generator.go
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/
map_generator.go
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package marchingsquares
import (
"math/rand"
"time"
"github.com/hajimehoshi/ebiten"
)
func init() {
rand.Seed(time.Now().UTC().UnixNano())
}
// MapGenerator contains map generator state
type MapGenerator struct {
width, height int
squareSize float32
seed string
useRandomSeed bool
randomFillPercent int
atlas [][]int
dx, dy int
mg *MeshGenerator
}
// NewMapGenerator instantiates a map
func NewMapGenerator(randomFillPercent, width, height int, squareSize float32) *MapGenerator {
return &MapGenerator{randomFillPercent: randomFillPercent, width: width, height: height, squareSize: squareSize}
}
// GenerateMap generates map by filling, smoothing and generating mesh
func (mg *MapGenerator) GenerateMap() error {
if len(mg.atlas) > 0 {
return nil
}
mg.atlas = RandomFillMap(mg.width, mg.height, mg.randomFillPercent)
for i := 0; i < 4; i++ {
mg.atlas = SmoothMap(mg.atlas, mg.width, mg.height)
}
mg.atlas = InvertMap(mg.atlas, mg.width, mg.height)
mg.mg = &MeshGenerator{}
mg.mg.GenerateMesh(mg.atlas, mg.squareSize)
return nil
}
// GetTriangles returns the verteces and the indices after generating the mesh
func (mg *MapGenerator) GetTriangles() ([]ebiten.Vertex, []uint16) {
return mg.mg.GetTriangles()
}
// RandomFillMap fills map with random values if using random seed
func RandomFillMap(w, h, percent int) (atlas [][]int) {
atlas = make([][]int, w)
for x := 0; x < w; x++ {
atlas[x] = make([]int, h)
for y := 0; y < h; y++ {
if rand.Intn(100) < percent {
atlas[x][y] = 1
}
}
}
return
}
// SmoothMap smoothes map to look like an actual map
func SmoothMap(atlas [][]int, width, height int) [][]int {
neighborWallTiles := 0
for x := 0; x < width; x++ {
for y := 0; y < height; y++ {
neighborWallTiles = CountWalls(atlas, width, height, x, y)
if neighborWallTiles > 4 {
atlas[x][y] = 1
} else if neighborWallTiles < 4 {
atlas[x][y] = 0
}
}
}
return atlas
}
// CountWalls gives the number of neighbors of a cell in a grid
func CountWalls(atlas [][]int, width, height int, gridX, gridY int) int {
wallCount := 0
for neighborX := gridX - 1; neighborX <= gridX+1; neighborX++ {
for neighborY := gridY - 1; neighborY <= gridY+1; neighborY++ {
if neighborX >= 0 && neighborX < width && neighborY >= 0 && neighborY < height {
if neighborX != gridX || neighborY != gridY {
wallCount += atlas[neighborX][neighborY]
}
} else {
wallCount++
}
}
}
return wallCount
}
// InvertMap inverts map
func InvertMap(atlas [][]int, width, height int) [][]int {
for x := 0; x < width; x++ {
for y := 0; y < height; y++ {
if atlas[x][y] == 0 {
atlas[x][y] = 1
} else {
atlas[x][y] = 0
}
}
}
return atlas
}