环境
- Time 2024-03-15
- Zig 0.12.0-dev.3152+90c1a2c41
- WSL-Ubuntu 22.04.3 LTS
- raylib 5.0
前言
说明
参考资料:
- 《游戏开发:世嘉新人培训教材》
- 图片素材:https://www.ituring.com.cn/book/1742
目标
在上一节的基础上,再次生成地图上的道具。
map.zig
实现了地图上的道具的随机生成,重点在 generateItem 方法。
const std = @import("std");
const engine = @import("engine.zig");var tileMap: engine.TileMap = undefined;pub fn init() void {tileMap = engine.TileMap.init("map.png", 32);
}pub fn deinit() void {tileMap.deinit();
}const StageData = struct {enemy: usize,brickRate: usize,power: usize,bomb: usize,
};const stageData = [_]StageData{.{ .enemy = 2, .brickRate = 90, .power = 4, .bomb = 6 },.{ .enemy = 3, .brickRate = 80, .power = 1, .bomb = 0 },.{ .enemy = 6, .brickRate = 30, .power = 0, .bomb = 1 },
};// 定义地图的类型
pub const MapType = enum(u8) {space = 9,wall = 7,brick = 8,bomb = 2,power = 3,
};
const MapTypeSet = std.enums.EnumSet(MapType);const width = 19;
const height = 15;
var data: [width * height]MapTypeSet = undefined;fn toIndex(set: MapTypeSet) usize {return @intFromEnum(if (set.contains(.wall)) MapType.wall //// else if (set.contains(.brick)) MapType.brick //else if (set.contains(.bomb)) MapType.bomb //else if (set.contains(.power)) MapType.power //else MapType.space);
}pub const WorldMap = struct {width: usize = width,height: usize = height,data: []MapTypeSet,pub fn init(_: std.mem.Allocator, _: usize) ?WorldMap {const map = WorldMap{ .data = &data };return map.generateMap(stageData[0]);}fn generateMap(self: WorldMap, info: StageData) WorldMap {var bricks: [data.len]usize = undefined;var brickNumber: usize = 0;for (0..self.height) |y| {for (0..self.width) |x| {self.data[x + y * width] = if (isFixWall(x, y))MapTypeSet.initOne(.wall)else if (isFixSpace(x, y))MapTypeSet.initOne(.space)else if (engine.random(100) < info.brickRate) label: {bricks[brickNumber] = x << 16 | y;brickNumber += 1;break :label MapTypeSet.initOne(.brick);} else MapTypeSet.initOne(.space);}}generateItem(self, bricks[0..brickNumber], info);return self;}fn isFixWall(x: usize, y: usize) bool {if (x == 0 or y == 0) return true;if (x == width - 1 or y == height - 1) return true;if (x % 2 == 0 and y % 2 == 0) return true;return false;}fn isFixSpace(x: usize, y: usize) bool {return y + x < 4;}fn generateItem(self: WorldMap, bricks: []usize, info: StageData) void {for (0..info.bomb + info.power) |i| {const swapped = engine.randomX(i, bricks.len);const tmp = bricks[i];bricks[i] = bricks[swapped];bricks[swapped] = tmp;const x = bricks[i] >> 16 & 0xFFFF;const item: MapType = if (i < info.power) .power else .bomb;self.data[x + (bricks[i] & 0xFFFF) * self.width].insert(item);}}pub fn draw(self: WorldMap) void {for (0..self.height) |y| {for (0..self.width) |x| {const index = toIndex(data[x + y * self.width]);tileMap.drawI(index, x, y);}}}pub fn size(self: WorldMap) usize {return self.width * self.height;}pub fn deinit(_: WorldMap) void {// self.allocator.free(self.data);}
};
效果

总结
随机生成了地图上的道具。
