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a/src/main.rs b/src/main.rs index e7a11a9..a23c426 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,3 +1,148 @@ -fn main() { - println!("Hello, world!"); +use std::cmp::PartialEq; +use raylib::prelude::*; +use rand::prelude::*; + +#[derive(Debug, PartialEq, Clone)] +enum Direction { + Up, + Down, + Left, + Right, + NoWhere, +} + +#[derive(Debug)] +struct Node { + direction: Direction, +} + +#[derive(Debug)] +struct Maze { + maze: Vec>, + origin_node: (u32, u32), + size: (u32, u32), +} + +fn generate_maze (size: (u32, u32)) -> Maze { + let mut maze: Vec> = vec![]; + + for _x in 0..size.0 { + let mut row = vec![]; + + for _y in 0..size.1 { + row.push(Node { + direction: Direction::NoWhere, + }); + } + + maze.push(row); + } + + return Maze { + maze, + origin_node: (0, 0), + size, + }; +} + + +fn iterate_maze (maze: &mut Maze) { + let mut rng: ThreadRng = rand::thread_rng(); + let mut directions = vec![]; + + if maze.origin_node.0 != 0 { + directions.push(Direction::Left); + } + if maze.origin_node.1 != 0 { + directions.push(Direction::Down); + } + if maze.origin_node.0 as i32 != (maze.size.0 as i32) -1 { + directions.push(Direction::Right); + } + if maze.origin_node.1 as i32 != (maze.size.1 as i32) -1 { + directions.push(Direction::Up); + } + + let direction = directions.choose(&mut rng).unwrap(); + maze.maze[maze.origin_node.0 as usize][maze.origin_node.1 as usize].direction = direction.clone(); + + if *direction == Direction::Up { + maze.origin_node.1 += 1; + } else if *direction == Direction::Down { + maze.origin_node.1 -= 1; + } else if *direction == Direction::Right { + maze.origin_node.0 += 1; + } else { + maze.origin_node.0 -= 1; + } + maze.maze[maze.origin_node.0 as usize][maze.origin_node.1 as usize].direction = Direction::NoWhere; +} + +fn empty_spots(maze: &mut Maze) -> bool { + let mut nodes_with_empty = 0; + for i in maze.maze.iter() { + for node in i.iter() { + if node.direction == Direction::NoWhere { + if nodes_with_empty == 1 { + return true; + } + nodes_with_empty += 1; + } + } + } + + return false; +} + +fn main() { + let mut maze = generate_maze((1000, 1000)); + println!("{:?}", maze); + let spacing = 7; + let thickness = 5; + let mut iterations = 0; + while empty_spots(&mut maze) { + iterate_maze(&mut maze); + iterations += 1; + } + println!("{}", iterations); + + println!("{}", empty_spots(&mut maze)); + + let (mut rl, thread) = raylib::init() + .size(1280, 720) + .title("Origin Shift") + .build(); + + while !rl.window_should_close() { + + if rl.is_key_down(KeyboardKey::KEY_SPACE) { + iterate_maze(&mut maze); + } + + let mut d = rl.begin_drawing(&thread); + d.clear_background(Color::BLACK); + + for (x, row) in maze.maze.iter().enumerate() { + for (y, node) in row.iter().enumerate() { + d.draw_rectangle(x as i32 * spacing, y as i32 * spacing, thickness, thickness, Color::GREEN); + if node.direction == Direction::Up { + d.draw_rectangle(x as i32 * spacing, y as i32 * spacing + thickness, thickness, spacing, Color::GREEN); + } + if node.direction == Direction::Down { + d.draw_rectangle(x as i32 * spacing, y as i32 * spacing - (spacing - thickness), thickness, spacing - thickness, Color::GREEN); + } + if node.direction == Direction::Right { + d.draw_rectangle(x as i32 * spacing + thickness, y as i32 * spacing, spacing, thickness, Color::GREEN); + } + if node.direction == Direction::Left { + d.draw_rectangle(x as i32 * spacing - (spacing - thickness), y as i32 * spacing, spacing - thickness, thickness, Color::GREEN); + } + } + } + + + d.draw_rectangle(maze.origin_node.0 as i32 * spacing, maze.origin_node.1 as i32 * spacing, thickness, thickness, Color::BLUE); + + d.draw_fps(0, 0); + } }