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- //
- // Wave Function Collapse - sort of...
- //
- // I barely understand how this works. It has taken me a number of tries and a whack load of hours
- // top get to this current point. The tutorials and explanations on the internet are not that clear and easy
- // to understand.
- //
- // In the example here I have a number of tiles. I pick a random tile from the valid ones and place it on the grid.
- // I then fix the neighbour tiles to fit this current position. Connected/unconnected. I keep placing random tiles
- // for a x amount of times.
- // There is a array that contains a list of all possible tiles. There are functions that check if a position on the grid
- // has connections to another position on the grid. This is used to unflag the tiles that are on the list to get
- // selected(one random) as a tile to be placed.
- //
- // The MAX_TILES is the amount of tiles that I have created to create the map with. I check the middle top/left/right/bottom
- // tile value to see if there is a connection(1). Experiment with making different tiles.
- //
- // I might(should) add comments to the code later.
- //
- #include "raylib.h"
- #define MAP_WIDTH 14
- #define MAP_HEIGHT 12
- #define MAX_TILES 15
- static void newmap(void);
- static void resetmap(void);
- // If the selected map position has a connection the l/r/u/d side than return true/false
- static bool domainhasleftsidedconnections(int x,int y);
- static bool domainhasrightsidedconnections(int x,int y);
- static bool domainhastopsidedconnections(int x,int y);
- static bool domainhasbottomsidedconnections(int x,int y);
- // Remove every tile flag from l/r/u/d.
- static void removeleftsidedconnections(int x,int y);
- static void removerightsidedconnections(int x,int y);
- static void removetopsidedconnections(int x,int y);
- static void removebottomsidedconnections(int x,int y);
- // Select a random tile from the list of available tiles.
- static void setrandomtile(int x,int y);
- // Update the current map position checking l/r/u/d for connections and setting
- // the flag for can use or can not use with setrandomtile.
- static void updatedomain(int x,int y);
- // create our final tilemap.
- static void finishmap(void);
- // Our tile array. 3by3 grid of x amount of tiles
- static int tile[3][3][MAX_TILES] = {0};
- // Our work map. We have every tile set up there. -1 if not usable or 1 if usable.
- static int map[MAP_WIDTH][MAP_HEIGHT][MAX_TILES] = {0};
- // This is a array we use to draw the map on the screen
- static int tilemap[MAP_WIDTH][MAP_HEIGHT] = {0};
- int main(void)
- { // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib example.");
- //
- // These are the tiles with which the map will be generated. You can set the amount you want to use in the
- // define MAX_TILES x
- // The code checks the connections between these tiles by reading if a 1 is on the center top/left/right/bottom.
- // Also the draw routine draws the 1's as black.
- //
- // You could change(experiment!) and for instance use maybe 4 tiles and see the output. You can change the depth in the
- // newmap() function for how many times a tile is going to be selected and fit into the map.
- int tile1[3][3] = { {0,0,0},
- {1,1,1},
- {0,0,0}};
-
- int tile2[3][3] = { {0,1,0},
- {0,1,0},
- {0,1,0}};
-
- int tile3[3][3] = { {1,1,1},
- {1,1,1},
- {1,1,1}};
-
- int tile4[3][3] = { {0,1,0},
- {1,1,1},
- {0,1,0}};
- int tile5[3][3] = { {0,1,0},
- {1,1,0},
- {0,0,0}};
-
- int tile6[3][3] = { {0,1,0},
- {0,1,1},
- {0,0,0}};
- int tile7[3][3] = { {0,0,0},
- {1,1,0},
- {0,1,0}};
-
- int tile8[3][3] = { {0,0,0},
- {0,1,1},
- {0,1,0}};
- int tile9[3][3] = { {0,1,0},
- {1,1,1},
- {0,0,0}};
-
- int tile10[3][3] = { {0,1,0},
- {0,1,1},
- {0,1,0}};
-
- int tile11[3][3] = { {0,0,0},
- {1,1,1},
- {0,1,0}};
-
- int tile12[3][3] = { {0,1,0},
- {1,1,0},
- {0,1,0}};
- int tile13[3][3] = { {1,1,0},
- {1,1,0},
- {1,1,0}};
-
- int tile14[3][3] = { {0,1,1},
- {0,1,1},
- {0,1,1}};
-
- int tile15[3][3] = { {1,1,1},
- {1,1,1},
- {1,1,1}};
-
- //
- // Here we copy each individual tile into a single array that we will
- // use in the code.
- for(int i=0;i<MAX_TILES;i++){
- for(int y=0;y<3;y++){
- for(int x=0;x<3;x++){
- switch (i){
- case 0:
- tile[x][y][i] = tile1[x][y];
- break;
- case 1:
- tile[x][y][i] = tile2[x][y];
- break;
- case 2:
- tile[x][y][i] = tile3[x][y];
- break;
- case 3:
- tile[x][y][i] = tile4[x][y];
- break;
- case 4:
- tile[x][y][i] = tile5[x][y];
- break;
- case 5:
- tile[x][y][i] = tile6[x][y];
- break;
- case 6:
- tile[x][y][i] = tile7[x][y];
- break;
- case 7:
- tile[x][y][i] = tile8[x][y];
- break;
- case 8:
- tile[x][y][i] = tile9[x][y];
- break;
- case 9:
- tile[x][y][i] = tile10[x][y];
- break;
- case 10:
- tile[x][y][i] = tile11[x][y];
- break;
- case 11:
- tile[x][y][i] = tile12[x][y];
- break;
- case 12:
- tile[x][y][i] = tile13[x][y];
- break;
- case 13:
- tile[x][y][i] = tile14[x][y];
- break;
- case 14:
- tile[x][y][i] = tile15[x][y];
- break;
- }
- }
- }
- }
-
- // Here we generate the first map
- newmap();
-
-
- SetTargetFPS(10); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
- int cnt=0;
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- //---------------------------------------------------------------------------------
- cnt++;
- if(IsKeyReleased(KEY_SPACE) || cnt>4){
- newmap();
- cnt=0;
- }
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
-
- for (int y = 0; y< MAP_HEIGHT ; y++)
- {
- for (int x = 0; x< MAP_WIDTH ; x++)
- {
- int x3 = x*48;
- int y3 = y*32;
- for(int y2=0;y2<3;y2++){
- for(int x2=0;x2<3;x2++){
-
- if( tile[x2][y2][tilemap[x][y]]==1 )DrawRectangle(x3+x2*16,y3+y2*12,16,12,BLACK);
- }
- }
- }
- }
- DrawText("Press space for new map.", 100, screenHeight-40, 40, LIGHTGRAY);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- void newmap(){
- // Here we reset the map. Meaning nothing will be in the memory.
- resetmap();
-
- // here we generate the new map. I have set the depth to a number where it generates
- // output that I thought was ok!
- int depth=GetRandomValue(100,400);
- for(int i=0;i<depth;i++){
- setrandomtile(GetRandomValue(0,MAP_WIDTH-1),GetRandomValue(0,MAP_HEIGHT-1));
- }
-
- // Here we copy the remaining tile into the tilemap that we use to draw it onto the screen.
- finishmap();
- };
-
- void finishmap(){
- for(int y=0;y<MAP_HEIGHT;y++){
- for(int x=0;x<MAP_WIDTH;x++){
- for(int i=0;i<MAX_TILES;i++){
- if(map[x][y][i]>-1){
- tilemap[x][y] = i;
-
- }
- }
- }}
- };
- void resetmap(){
- for(int y=0;y<MAP_HEIGHT;y++){
- for(int x=0;x<MAP_WIDTH;x++){
- for(int i=0;i<MAX_TILES;i++){
- map[x][y][i] = 1; // set every tile flag to usable(1)
- }
- }
- }
- };
- bool domainhasleftsidedconnections(int x,int y){
- if(x<0 || y<0 || x>=MAP_WIDTH || y>=MAP_HEIGHT)return false;
- for(int i=0;i<MAX_TILES;i++){
- if(map[x][y][i]==1 && tile[0][1][i]==1){
- return true;//the tile flag has a left side
- }
- }
- return false;//the map array has no tiles connecting on the left side
- };
- bool domainhasrightsidedconnections(int x,int y){
- if(x<0 || y<0 || x>=MAP_WIDTH || y>=MAP_HEIGHT)return false;
- for(int i=0;i<MAX_TILES;i++){
- if(map[x][y][i]==1 && tile[2][1][i]==1){
- return true;
- }
- }
- return false;
- };
- bool domainhastopsidedconnections(int x,int y){
- if(x<0 || y<0 || x>=MAP_WIDTH || y>=MAP_HEIGHT)return false;
- for(int i=0;i<MAX_TILES;i++){
- if(map[x][y][i]==1 && tile[1][0][i]==1){
- return true;
- }
- }
- return false;
- };
- bool domainhasbottomsidedconnections(int x,int y){
- if(x<0 || y<0 || x>=MAP_WIDTH || y>=MAP_HEIGHT)return false;
- for(int i=0;i<MAX_TILES;i++){
- if(map[x][y][i]==1 && tile[1][2][i]==1){
- return true;
- }
- }
- return false;
- };
- void removeleftsidedconnections(int x,int y){
- if(x<0 || y<0 || x>=MAP_WIDTH || y>=MAP_HEIGHT)return;
- for(int i=0;i<MAX_TILES;i++){
- if(map[x][y][i]==1 && tile[0][1][i]==1){ //if the flag of the tile is enabled(1) and the tile has a connection on the left(x)and center(y) spot
- map[x][y][i]=-1; // disable the flag
- }
- }
- };
- void removerightsidedconnections(int x,int y){
- if(x<0 || y<0 || x>=MAP_WIDTH || y>=MAP_HEIGHT)return;
- for(int i=0;i<MAX_TILES;i++){
- if(map[x][y][i]==1 && tile[2][1][i]==1){
- map[x][y][i]=-1;
- }
- }
- };
- void removetopsidedconnections(int x,int y){
- if(x<0 || y<0 || x>=MAP_WIDTH || y>=MAP_HEIGHT)return;
- for(int i=0;i<MAX_TILES;i++){
- if(map[x][y][i]==1 && tile[1][0][i]==1){
- map[x][y][i]=-1;
- }
- }
- };
- void removebottomsidedconnections(int x,int y){
- if(x<0 || y<0 || x>=MAP_WIDTH || y>=MAP_HEIGHT)return;
- for(int i=0;i<MAX_TILES;i++){
- if(map[x][y][i]==1 && tile[1][2][i]==1){
- map[x][y][i]=-1;
- }
- }
- };
- void setrandomtile(int x,int y){
- bool exitloop=false;
- int count=0;
- while(exitloop==false){
- count++;
- int val=GetRandomValue(0,MAX_TILES-1);//get a random number
- if(map[x][y][val]>-1){ //if the random number inside the map flag position is enabled(on the list!)
- for(int i=0;i<MAX_TILES;i++){ //disable every flag
- map[x][y][i]=-1;
- }
- map[x][y][val]=1;//enable the one we randomly created
- exitloop = true;
- break;
- }
- if(count>500)exitloop=true;//if anything goes wrong than exit
- }
- // Update around the new tile so that the connections make sense
- updatedomain(x-1,y);
- updatedomain(x+1,y);
- updatedomain(x,y-1);
- updatedomain(x,y+1);
- };
- void updatedomain(int x,int y){
- if(x<0 || y<0 || x>=MAP_WIDTH || y>=MAP_HEIGHT)return;
- // Enable every tile flag
- for(int i=0;i<MAX_TILES;i++){
- map[x][y][i]=1;
- }
- // check sides and disable tiles pieces with connections that are not present.
- if(domainhasbottomsidedconnections(x,y-1)==false)removetopsidedconnections(x,y);
- if(domainhastopsidedconnections(x,y+1)==false)removebottomsidedconnections(x,y);
- if(domainhasleftsidedconnections(x+1,y)==false)removerightsidedconnections(x,y);
- if(domainhasrightsidedconnections(x-1,y)==false)removeleftsidedconnections(x,y);
- };
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