#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <helianthus.h>
#define TILESIZE 512
#define ROWS 8
#define COLS 12
const double cellRatio = 1.0;
const double genRatio = 0.5;
Animation tiles[1024];
int tilesCount = 0;
Framebuffer framebuffer;
Animation fbAnim;
void groundLine(double len) {
double ky = 0.02;
double x = 0;
double y = 0;
moveTo(x, y);
while(x < len) {
double ny;
do { ny = (randomFloat()*2 - 1)*ky; } while(fabs(y + ny) > ky);
y += ny;
x += (1 + (randomFloat()*2 - 1)*0.5)*ky;
if (x >= len) { x = len; y = 0; }
lineTo(x, y);
}
strokePath();
}
void generate() {
saveState();
target(framebuffer);
background(COLOR_TRANSPARENT);
clear();
zoom(TILESIZE*cellRatio*genRatio);
fill(colorByRGBA(1, 1, 1, 1));
noStroke();
double thikness = 0.02/cellRatio*genRatio;
strokeWidth(thikness);
saveState();
translate(0.5, 0.5);
if (tilesCount > 0)
for(int y = 0; y < ROWS; ++y)
for(int x = 0; x < COLS; ++x) {
saveState();
translate(x, y);
zoom(1/cellRatio);
rectTextured(tiles[rand()%tilesCount], -0.5, -0.5, 1, 1);
restoreState();
}
restoreState();
saveState();
stroke(COLOR_BLACK);
double k = 1/3.0;
saveState();
translate(0.5 - k, 0.5);
for(int i = 0; i < ROWS; ++i) {
saveState();
translate(0, i - k);
groundLine(COLS + 2*k - 1);
restoreState();
saveState();
translate(0, i + k);
groundLine(COLS + 2*k - 1);
restoreState();
}
restoreState();
saveState();
rotate(90);
scale(1, -1);
translate(0.5 - k, 0.5);
for(int i = 0; i < COLS; ++i) {
saveState();
translate(0, i - k);
groundLine(ROWS + 2*k - 1);
restoreState();
saveState();
translate(0, i + k);
groundLine(ROWS + 2*k - 1);
restoreState();
}
restoreState();
restoreState();
viewportSave("data/output/generated-dungeon.png");
restoreState();
}
Animation subImage(int width, int height, unsigned char *pixels, int x, int y, int w, int h) {
if (x < 0 || y < 0 || x + w > width || y + h > height || !pixels)
return NULL;
unsigned char *px = calloc(4, w*h);
for(int i = 0; i < h; ++i)
memcpy(px + i*w*4, pixels + ((y+i)*width + x)*4, w*4);
Animation anim = createAnimationFromImage(w, h, px, FALSE);
free(px);
return anim;
}
void init() {
int w = 0;
int h = 0;
unsigned char *px = NULL;
imageLoad("data/dungeon.png", &w, &h, &px);
int s = TILESIZE + TILESIZE/2;
for(int y = 0; y < 2; ++y)
for(int x = 0; x < 6; ++x)
if ((tiles[tilesCount] = subImage(w, h, px, x*TILESIZE + TILESIZE/4, y*TILESIZE + TILESIZE/4, TILESIZE, TILESIZE)))
++tilesCount;
free(px);
w = ceil(TILESIZE*COLS*cellRatio*genRatio - 0.001);
h = ceil(TILESIZE*ROWS*cellRatio*genRatio - 0.001);
framebuffer = createFramebuffer(w, h);
fbAnim = createAnimationFromFramebuffer(framebuffer);
generate();
}
void draw() {
background(COLOR_WHITE);
double w = windowGetWidth();
double h = windowGetHeight();
if (keyWentDown("space")) generate();
saveState();
translate(w/2, h/2);
zoom(w/COLS);
fill(COLOR_WHITE);
noStroke();
rectTextured(fbAnim, -COLS/2.0, -ROWS/2.0, COLS, ROWS);
restoreState();
}
int main() {
windowSetVariableFrameRate();
windowSetResizable(TRUE);
windowSetInit(&init);
windowSetDraw(&draw);
windowRun();
}