use rand::thread_rng; use vek::*; use veloren_world::site::Settlement; const W: usize = 640; const H: usize = 480; fn main() { let mut win = minifb::Window::new("Settlement Viewer", W, H, minifb::WindowOptions::default()).unwrap(); let settlement = Settlement::generate(Vec2::zero(), None, &mut thread_rng()); let mut focus = Vec2::::zero(); let mut zoom = 1.0; while win.is_open() { let mut buf = vec![0; W * H]; let win_to_pos = |wp: Vec2| (wp.map(|e| e as f32) - Vec2::new(W as f32, H as f32) * 0.5) * zoom; for i in 0..W { for j in 0..H { let pos = focus + win_to_pos(Vec2::new(i, j)) * zoom; let color = settlement .get_color(pos.map(|e| e.floor() as i32)) .unwrap_or(Rgb::new(35, 50, 20)); buf[j * W + i] = u32::from_le_bytes([color.b, color.g, color.r, 255]); } } let spd = 20.0; if win.is_key_down(minifb::Key::W) { focus.y -= spd * zoom; } if win.is_key_down(minifb::Key::A) { focus.x -= spd * zoom; } if win.is_key_down(minifb::Key::S) { focus.y += spd * zoom; } if win.is_key_down(minifb::Key::D) { focus.x += spd * zoom; } if win.is_key_down(minifb::Key::Q) { zoom *= 1.05; } if win.is_key_down(minifb::Key::E) { zoom /= 1.05; } win.update_with_buffer(&buf).unwrap(); } }