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main.rs
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use nannou::prelude::*;
use nannou::rand::rngs::StdRng;
use nannou::rand::{Rng, SeedableRng};
const NUM_OF_ROWS: usize = 20;
const NUM_OF_COLS: usize = 20;
fn main() {
nannou::app(init).run();
}
#[derive(Default, Clone, Debug, Copy, PartialEq)]
struct GridCoordinates {
x: usize,
y: usize,
}
#[derive(Debug, Copy, Clone)]
enum Direction {
Up,
Down,
Left,
Right,
}
#[derive(Debug)]
struct Neighbor {
cell: Option<Cell>,
dir: Direction,
}
#[derive(Debug)]
struct Player {
grid_coordinates: GridCoordinates,
}
// struct CamelWarrior {
// grid_coordinates: GridCoordinates,
// }
#[derive(Default, Clone, Debug, Copy)]
struct Cell {
t_wall: bool,
r_wall: bool,
l_wall: bool,
b_wall: bool,
in_maze: bool,
finalized: bool,
grid_coordinates: GridCoordinates,
}
struct Model {
grid: Grid,
player: Player,
// camel_warrior: CamelWarrior,
exit: GridCoordinates,
}
struct Grid {
cells: Vec<Vec<Cell>>,
}
impl Grid {
pub fn connect_neighbors(&mut self, cell_coords: GridCoordinates, directions: Vec<Direction>) {
directions.into_iter().for_each(|direction| {
let cell = &mut self.cells[cell_coords.x][cell_coords.y];
let mut neighbor: &mut Cell;
match direction {
Direction::Up => {
cell.t_wall = false;
// Remove the bottom wall of the cell above
neighbor =
&mut self.cells[cell_coords.x as usize][(cell_coords.y + 1) as usize];
neighbor.b_wall = false;
}
Direction::Down => {
cell.b_wall = false;
// Remove the top wall of the cell below
neighbor =
&mut self.cells[cell_coords.x as usize][(cell_coords.y - 1) as usize];
neighbor.t_wall = false;
}
Direction::Left => {
cell.l_wall = false;
// Remove the right wall of the cell to the left
neighbor =
&mut self.cells[(cell_coords.x - 1) as usize][cell_coords.y as usize];
neighbor.r_wall = false;
}
Direction::Right => {
cell.r_wall = false;
// Remove the left wall of the cell to the right
neighbor =
&mut self.cells[(cell_coords.x + 1) as usize][cell_coords.y as usize];
neighbor.l_wall = false;
}
}
neighbor.in_maze = true;
});
let cell = &mut self.cells[cell_coords.x][cell_coords.y];
cell.in_maze = true;
cell.finalized = true;
}
pub fn check_for_wall(&mut self, cell_coords: GridCoordinates, direction: Key) -> bool {
match direction {
Key::Up => self.cells[cell_coords.x][cell_coords.y].t_wall,
Key::Down => self.cells[cell_coords.x][cell_coords.y].b_wall,
Key::Left => self.cells[cell_coords.x][cell_coords.y].l_wall,
Key::Right => self.cells[cell_coords.x][cell_coords.y].r_wall,
_ => false,
}
}
}
fn init(app: &App) -> Model {
assert_eq!(NUM_OF_COLS, NUM_OF_COLS);
let _window = app
.new_window()
.size(900, 900)
.view(view)
// .mouse_pressed(mouse_pressed)
.key_pressed(key_pressed)
.build()
.unwrap();
let mut rng = StdRng::from_entropy();
// Randomly select the starting coordinates for the player
let player_coords = GridCoordinates {
x: rng.gen_range(0..NUM_OF_COLS),
y: rng.gen_range(0..NUM_OF_ROWS),
};
// let camel_warrior_coords = GridCoordinates {
// x: rng.gen_range(0..NUM_OF_COLS),
// y: rng.gen_range(0..NUM_OF_ROWS),
// };
let mut model = Model {
grid: Grid {
cells: vec![vec![Cell::default(); NUM_OF_ROWS]; NUM_OF_COLS],
},
player: Player {
grid_coordinates: player_coords,
},
// camel_warrior: CamelWarrior {
// grid_coordinates: camel_warrior_coords,
// },
exit: GridCoordinates {
x: rng.gen_range(0..NUM_OF_COLS),
y: rng.gen_range(0..NUM_OF_ROWS),
},
};
// Initialize every cell
for x in 0..NUM_OF_COLS {
for y in 0..NUM_OF_ROWS {
model.grid.cells[x][y].grid_coordinates.x = x;
model.grid.cells[x][y].grid_coordinates.y = y;
model.grid.cells[x][y].t_wall = true;
model.grid.cells[x][y].b_wall = true;
model.grid.cells[x][y].l_wall = true;
model.grid.cells[x][y].r_wall = true;
model.grid.cells[x][y].in_maze = false;
model.grid.cells[x][y].finalized = false;
}
}
// Get the starting cell
let starting_cell = model.grid.cells[model.player.grid_coordinates.x as usize]
[model.player.grid_coordinates.y as usize];
// Get the starting cell's neighbors and probabilstically connect it to them
let neighbors = get_neighbors(model.grid.cells.clone(), starting_cell);
let connection_directions = directions_to_connect_to(neighbors);
// Remove the walls in the direction of the connected neighbors
model
.grid
.connect_neighbors(model.player.grid_coordinates, connection_directions);
model
}
fn key_pressed(app: &App, model: &mut Model, key: Key) {
// TODO: Add message and steps for when you are near the camel warrior.
// Move the player but only if there is not a wall in the direction its trying to move
if !model
.grid
.check_for_wall(model.player.grid_coordinates, key.into())
{
let movement_vec: (isize, isize) = match key {
Key::Up => (0, 1),
Key::Down => (0, -1),
Key::Left => (-1, 0),
Key::Right => (1, 0),
_ => return,
}
.into();
model.player.grid_coordinates.x =
(model.player.grid_coordinates.x as isize + movement_vec.0) as usize;
model.player.grid_coordinates.y =
(model.player.grid_coordinates.y as isize + movement_vec.1) as usize;
// Check if the player is now at the exit
if model.player.grid_coordinates == model.exit {
println!("🎉 YOU WON! 🎉");
app.quit();
}
let grid_copy = model.grid.cells.clone();
let cell = model.grid.cells[model.player.grid_coordinates.x as usize]
[model.player.grid_coordinates.y as usize];
if !cell.finalized {
let neighbors = get_neighbors(grid_copy, cell.clone());
let connection_directions = directions_to_connect_to(neighbors);
// generate walls for the first cell
model
.grid
.connect_neighbors(model.player.grid_coordinates, connection_directions);
}
} else {
// TODO: Play error sound.
println!("Can not move {:?}", key);
}
}
fn view(app: &App, model: &Model, frame: Frame) {
let win = app.window_rect();
let draw = app.draw();
draw.background().color(WHITE);
// Difference between Maze's grid origin [0;0] and Nannou's canvas origin (0,0) in pixels
let x_offset = -win.w() / 2.0;
let y_offset = -win.h() / 2.0;
let cell_w = win.w() / NUM_OF_COLS as f32;
let cell_h = win.h() / NUM_OF_ROWS as f32;
let draw_walls = |color: Srgb<u8>, cell_filter: &dyn Fn(Cell) -> bool| -> () {
for column in 0..NUM_OF_COLS {
for row in 0..NUM_OF_ROWS {
// for each wall, draw lines
let cell = model.grid.cells[column][row];
let left_boundary_of_cell = cell.grid_coordinates.x as f32 * cell_w + x_offset;
let bottom_boundary_of_cell = cell.grid_coordinates.y as f32 * cell_h + y_offset;
if cell_filter(cell) {
let mut point_pairs = vec![];
if cell.t_wall {
point_pairs.push((
(left_boundary_of_cell, bottom_boundary_of_cell + cell_h),
(
left_boundary_of_cell + cell_w,
bottom_boundary_of_cell + cell_h,
),
));
}
if cell.b_wall {
point_pairs.push((
(left_boundary_of_cell, bottom_boundary_of_cell),
(left_boundary_of_cell + cell_w, bottom_boundary_of_cell),
));
}
if cell.l_wall {
point_pairs.push((
(left_boundary_of_cell, bottom_boundary_of_cell),
(left_boundary_of_cell, bottom_boundary_of_cell + cell_h),
));
}
if cell.r_wall {
point_pairs.push((
(left_boundary_of_cell + cell_w, bottom_boundary_of_cell),
(
left_boundary_of_cell + cell_w,
bottom_boundary_of_cell + cell_h,
),
));
}
for ((sx, sy), (ex, ey)) in point_pairs {
draw.line()
.color(color)
.start((sx, sy).into())
.end((ex, ey).into())
.weight(1.0);
}
}
}
}
};
// Draw the walls for every non-finalized cell in the maze, for debugging purposes only
// draw_walls(YELLOWGREEN, &|cell| !cell.finalized && cell.in_maze);
// Draw the maze walls
draw_walls(BLACK, &|cell| cell.finalized);
// START - Draw entities in the maze
let grid_coords_to_nannou_position = |coords: GridCoordinates| -> (f32, f32) {
let GridCoordinates { x, y } = coords;
(
(x as f32 + 0.5) * cell_w + x_offset,
(y as f32 + 0.5) * cell_h + y_offset,
)
};
// Draw the player
let player_position = grid_coords_to_nannou_position(model.player.grid_coordinates);
let player_radius = cell_w * 0.4 / 2.0;
draw.ellipse()
.x_y(player_position.0, player_position.1)
.radius(player_radius)
.no_fill()
.stroke(BLACK)
.stroke_weight(1.0);
// Draw the exit if the player is 2 or less moves away from it
// TODO: Change this to line of sight?
if distance_between_coords(model.player.grid_coordinates, model.exit) <= 2 {
let exit_position = grid_coords_to_nannou_position(model.exit);
draw.ellipse()
.x_y(exit_position.0, exit_position.1)
.radius(player_radius)
.color(GREEN)
.stroke(GREEN)
.stroke_weight(1.0);
}
// END - Draw entities in the maze
// Write to the window frame.
draw.to_frame(app, &frame).unwrap();
}
// fn mouse_pressed(_app: &App, model: &mut Model, _button: MouseButton) {}
fn get_neighbors(grid: Vec<Vec<Cell>>, cell: Cell) -> Vec<Neighbor> {
let mut neighbors = vec![];
if cell.grid_coordinates.y + 1 < NUM_OF_ROWS {
neighbors.push(Neighbor {
cell: Some(
grid[cell.grid_coordinates.x as usize][(cell.grid_coordinates.y + 1) as usize],
),
dir: Direction::Up,
})
};
if cell.grid_coordinates.y > 0 {
neighbors.push(Neighbor {
cell: Some(
grid[cell.grid_coordinates.x as usize][(cell.grid_coordinates.y - 1) as usize],
),
dir: Direction::Down,
})
};
if cell.grid_coordinates.x > 0 {
neighbors.push(Neighbor {
cell: Some(
grid[(cell.grid_coordinates.x - 1) as usize][cell.grid_coordinates.y as usize],
),
dir: Direction::Left,
})
};
if cell.grid_coordinates.x + 1 < NUM_OF_COLS {
neighbors.push(Neighbor {
cell: Some(
grid[(cell.grid_coordinates.x + 1) as usize][cell.grid_coordinates.y as usize],
),
dir: Direction::Right,
})
};
return neighbors;
}
fn directions_to_connect_to(mut neighbors: Vec<Neighbor>) -> Vec<Direction> {
let mut rng = StdRng::from_entropy();
let mut directions_to_connect_to: Vec<Direction> = vec![];
// Randomly choose which neighbors to include
for _i in 0..neighbors.len() {
let neighbor = neighbors.pop().unwrap();
// Check if the neighbor already has a wall there, if they do then don't connect to it.
if !neighbor.cell.unwrap().finalized {
if rng.gen_bool(0.5) {
directions_to_connect_to.push(neighbor.dir);
} else {
neighbors.insert(0, neighbor);
}
}
}
// Ensure that there is at least always one direction to connect to when possible
if directions_to_connect_to.len() == 0 && neighbors.len() != 0 {
directions_to_connect_to.push(neighbors[0].dir);
}
return directions_to_connect_to;
}
fn distance_between_coords(coords_a: GridCoordinates, coords_b: GridCoordinates) -> usize {
let mut distance = 0;
distance += coords_a.x.abs_diff(coords_b.x);
distance += coords_a.y.abs_diff(coords_b.y);
distance
}