Merge branch 'master' of github.com:tollyx/dungeon
This commit is contained in:
commit
d437c2c571
9 changed files with 88 additions and 32 deletions
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@ -24,7 +24,13 @@ include_directories("libs/kaguya-1.3.2/include")
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file(GLOB SOURCES "src/*.cpp" "src/*.c" "src/*.h")
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add_executable(${TARGET} ${SOURCES})
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#target_link_libraries(${TARGET} PUBLIC glbinding::glbinding)
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#target_link_libraries(${TARGET} PUBLIC ${SDL2_LIBRARY})
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#target_link_libraries(${TARGET} PUBLIC ${OPENGL_LIBRARY})
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#target_link_libraries(${TARGET} PUBLIC ${LUA_LIBRARY})
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target_link_libraries(${TARGET} PUBLIC glbinding::glbinding)
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target_link_libraries(${TARGET} PUBLIC ${SDL2_LIBRARY})
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target_link_libraries(${TARGET} PUBLIC ${OPENGL_LIBRARY})
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target_link_libraries(${TARGET} PUBLIC ${LUA_LIBRARY})
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target_link_libraries(${TARGET} PUBLIC SDL2)
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target_link_libraries(${TARGET} PUBLIC OpenGL)
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target_link_libraries(${TARGET} PUBLIC lua)
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@ -2,7 +2,7 @@
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A work-in-progress, cross-platform roguelike written in C++ using SDL2 and OpenGL.
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![Screenshot](https://i.imgur.com/apzKOmm.png)
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![Screenshot](https://i.imgur.com/aKUhgCz.png)
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## Compiling
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@ -26,8 +26,8 @@ I heavily recommend you to use [vcpkg](https://github.com/Microsoft/vcpkg) to in
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* [ ] Data editors?
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* [ ] Dungeon generation
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* [x] Generate rooms & corridors
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* [ ] Place entrance & exit
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* [ ] Place enemies
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* [x] Place entrance & exit
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* [x] Place enemies
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* [ ] Prefabs
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* [ ] Items
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* [ ] Inventory
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@ -49,6 +49,26 @@ local tiles = {
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description = "A stone floor",
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tags = { "dungeon", "stone", "floor" }
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},
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-- dungeon_floor2 = {
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-- glyph = '.',
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-- fg = {.85,.85,.9,1},
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-- bg = {.15,.15,.25,1},
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-- passable = true,
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-- opaque = false,
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-- wall = false,
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-- description = "A stone floor",
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-- tags = { "dungeon", "stone", "floor" }
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-- },
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-- dungeon_floor3 = {
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-- glyph = '.',
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-- fg = {.75,.75,.95,1},
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-- bg = {.1,.1,.25,1},
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-- passable = true,
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-- opaque = false,
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-- wall = false,
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-- description = "A stone floor",
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-- tags = { "dungeon", "stone", "floor" }
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-- },
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dungeon_entrance = {
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glyph = '>',
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fg = {0.8,0.8,1.0,1.0},
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@ -69,6 +89,26 @@ local tiles = {
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description = "Stone stairs going downwards",
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tags = { "dungeon", "stone", "exit" }
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},
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-- grass = {
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-- glyph = '"',
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-- fg = {.4,.95,.4,1},
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-- bg = {.1,.15,.2,1},
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-- passable = true,
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-- opaque = false,
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-- wall = false,
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-- description = "A patch of grass",
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-- tags = { "dungeon", "floor", "grass" }
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-- },
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-- moss = {
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-- glyph = '.',
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-- fg = {.4,.95,.4,1},
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-- bg = {.1,.15,.2,1},
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-- passable = true,
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-- opaque = false,
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-- wall = false,
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-- description = "A patch of moss",
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-- tags = { "dungeon", "floor", "moss" }
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-- },
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}
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local dijkstra_debug_amount = 100
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@ -20,6 +20,10 @@ bool aabb(Room &a, Room &b) {
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a.pos.y <= b.pos.y + b.size.y && a.pos.y + a.size.y >= b.pos.y;
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}
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template<class T> T rand_entry(std::vector<T> &vec, Rng &rng) {
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return vec[rng.get_int(vec.size()-1)];
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}
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void maze_fill(Tilemap& map, int x, int y, std::string wall, std::string floor, Rng &rng) {
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if (!map.get_tile(x, y).wall) return;
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@ -55,7 +59,7 @@ void maze_fill(Tilemap& map, int x, int y, std::string wall, std::string floor,
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}
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}
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if (!options.empty()) {
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stack.emplace(options.at(rng.get_int(options.size() - 1)));
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stack.emplace(rand_entry<vec2i>(options,rng));
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}
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else {
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stack.pop();
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@ -91,7 +95,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
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// Set the whole map to walls
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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map.set_tile(x, y, wall_tiles[rng.get_int(0, wall_tiles.size()-1)]);
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map.set_tile(x, y, rand_entry<std::string>(wall_tiles, rng));
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}
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}
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@ -119,7 +123,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
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for (Room r : rooms) {
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for (int x = r.pos.x+1; x < r.pos.x + r.size.x-1; x++) {
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for (int y = r.pos.y+1; y < r.pos.y + r.size.y-1; y++) {
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map.set_tile(x, y, floor_tiles[rng.get_int(0, floor_tiles.size() - 1)]);
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map.set_tile(x, y, rand_entry<std::string>(floor_tiles, rng));
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}
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}
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}
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@ -137,7 +141,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
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}
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// If this tile is a wall and is completely surrounded by other walls, start generating a maze here.
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if (count >= 8) {
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maze_fill(map, x, y, wall_tiles[rng.get_int(0, wall_tiles.size() - 1)], floor_tiles[rng.get_int(0, floor_tiles.size() - 1)], rng);
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maze_fill(map, x, y, rand_entry<std::string>(wall_tiles, rng), floor_tiles[rng.get_int(0, floor_tiles.size() - 1)], rng);
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maze_start_points.emplace_back(vec2i(x, y));
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}
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}
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@ -190,7 +194,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
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int r = rng.get_int(potential_doors.size()-1);
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vec2i pos = potential_doors.at(r);
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map.set_tile(pos.x, pos.y, door_tiles[rng.get_int(0, door_tiles.size() - 1)]);
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map.set_tile(pos.x, pos.y, rand_entry<std::string>(door_tiles, rng));
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potential_doors.erase(r + potential_doors.begin());
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for (int j = potential_doors.size() - 1; j >= 0; j--) {
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if ((pos - potential_doors[j]).dist() <= 4) {
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@ -235,11 +239,11 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
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}
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}
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if (count == 1) {
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map.set_tile(pos.x, pos.y, wall_tiles[rng.get_int(0, wall_tiles.size() - 1)]);
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map.set_tile(pos.x, pos.y, rand_entry<std::string>(wall_tiles, rng));
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new_dead_ends.emplace_back(next);
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}
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else if (count == 0) {
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map.set_tile(pos.x, pos.y, wall_tiles[rng.get_int(0, wall_tiles.size() - 1)]);
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map.set_tile(pos.x, pos.y, rand_entry<std::string>(wall_tiles, rng));
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}
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}
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dead_ends = new_dead_ends;
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@ -255,7 +259,8 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet& tile
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// Find the room furthest away from the entrance and make it the exit
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Pathfinder::DijkstraMap dijk;
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const float maxv = width+height;
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Pathfinder::calc_dijkstra_map(map, std::vector<vec2i>{ startpos }, dijk, maxv);
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std::vector<vec2i> goals = { startpos };
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Pathfinder::calc_dijkstra_map(map, goals, dijk, maxv);
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float exitroomval = 0;
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Room* exitroom = &startroom;
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@ -17,7 +17,7 @@
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#include "Rng.h"
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#include "TileSet.h"
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#include "LuaHandler.h"
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#include <kaguya\kaguya.hpp>
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#include <kaguya/kaguya.hpp>
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InputAction player_action;
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TileSet tileset;
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@ -203,6 +203,7 @@ void PlayState::draw(double delta) {
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ImGui::End();
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}
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/*
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if (debug_actors) {
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ImGui::Begin("Actors", &debug_actors);
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@ -225,6 +226,7 @@ void PlayState::draw(double delta) {
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ImGui::End();
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}
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*/
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}
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const vec2i asciisize = {
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@ -258,7 +260,8 @@ void PlayState::draw(double delta) {
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int sprite = var->get_sprite_id();
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Color fg = var->get_sprite_color()*0.35f;
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app->renderer->draw_sprite(ascii->get_sprite(sprite), fg, black, margin.x + (offset.x + pos.x) * asciisize.x, margin.y + (offset.y + pos.y) * asciisize.y);
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Color bg = tilemap->get_tile(pos.x, pos.y).bg;
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app->renderer->draw_sprite(ascii->get_sprite(sprite), fg, bg, margin.x + (offset.x + pos.x) * asciisize.x, margin.y + (offset.y + pos.y) * asciisize.y);
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}
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}
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@ -1,7 +1,7 @@
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#include "Shader.h"
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#include <SDL2\SDL_log.h>
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#include <glbinding\gl\gl.h>
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#include <glm\mat4x4.hpp>
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#include <SDL2/SDL_log.h>
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#include <glbinding/gl/gl.h>
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#include <glm/mat4x4.hpp>
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#include <fstream>
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#include <string>
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#include <map>
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@ -3,8 +3,8 @@
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#include <string>
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#include <map>
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#include <fstream>
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#include <glbinding\gl\types.h>
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#include <glm\common.hpp>
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#include <glbinding/gl/types.h>
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#include <glm/common.hpp>
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#include "Renderer.h"
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class Shader {
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@ -1,6 +1,6 @@
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#include "TileSet.h"
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#include <kaguya\kaguya.hpp>
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#include <SDL2\SDL_log.h>
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#include <kaguya/kaguya.hpp>
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#include <SDL2/SDL_log.h>
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Tile null = Tile();
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@ -14,7 +14,7 @@ int TileSet::count() const {
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}
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void TileSet::add_tile(std::string name, Tile tile) {
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tiles.insert_or_assign(name, tile);
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tiles[name] = tile;
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}
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Tile const& TileSet::get_tile(std::string name) {
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@ -158,10 +158,12 @@ void Tilemap::draw(Renderer *renderer, SpriteAtlas* sprites, int x, int y, int t
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}
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void Tilemap::debug_print() {
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/*
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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printf("\t%d", get_tile(x, y));
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}
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printf("\n");
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}
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*/
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}
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