Brought over a bunch of code from the roguelike and now will use it to generate a random map.

This commit is contained in:
Zed A. Shaw 2025-01-30 11:38:57 -05:00
parent 8d3d3b4ec3
commit 2daa1c9bd5
59 changed files with 4303 additions and 411 deletions

70
levelmanager.cpp Normal file
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#include "levelmanager.hpp"
#include "worldbuilder.hpp"
#include "constants.hpp"
#include "save.hpp"
#include "systems.hpp"
#include "components.hpp"
using lighting::LightRender;
using std::shared_ptr, std::make_shared;
using namespace components;
LevelManager::LevelManager() {
create_level();
}
LevelScaling LevelManager::scale_level() {
return {
30 + (5 * int($current_level)),
20 + (5 * int($current_level))
};
}
size_t LevelManager::create_level(shared_ptr<DinkyECS::World> prev_world) {
auto world = make_shared<DinkyECS::World>();
if(prev_world != nullptr) {
prev_world->clone_into(*world);
} else {
save::load_configs(*world);
}
auto scaling = scale_level();
auto map = make_shared<Map>(scaling.map_width, scaling.map_height);
WorldBuilder builder(*map);
builder.generate(*world);
size_t index = $levels.size();
auto collider = make_shared<SpatialMap>();
// not sure if this is still needed
System::init_positions(*world, *collider);
$levels.emplace_back(index, map, world,
make_shared<LightRender>(map->width(), map->height()),
collider);
dbc::check(index == $levels.size() - 1, "Level index is not the same as $levels.size() - 1, off by one error");
return index;
}
GameLevel &LevelManager::next() {
dbc::check($current_level < $levels.size(), "attempt to get next level when at end");
$current_level++;
return $levels.at($current_level);
}
GameLevel &LevelManager::previous() {
dbc::check($current_level > 0, "attempt to go to previous level when at 0");
$current_level--;
return $levels.at($current_level);
}
GameLevel &LevelManager::current() {
return $levels.at($current_level);
}
GameLevel &LevelManager::get(size_t index) {
return $levels.at(index);
}