/
level.go
147 lines (131 loc) · 3.79 KB
/
level.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
package main
import (
"log"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
//MapTile ..
// TODO:: move map to its own class
// TODO:: map tile should have multiple layers with their own tags
type MapTile struct {
PixelX int
PixelY int
Blocked bool
Image *ebiten.Image
Label string
}
//Level a single level of a dungeon
type Level struct {
Tiles []MapTile
Walls []MapTile
}
var assets map[string]*Asset
//NewLevel creates a blank game level
func NewLevel() Level {
l := Level{}
assets = GetAssets()
tiles, walls := l.CreateTiles()
l.Tiles = tiles
l.Walls = walls
return l
}
//GetIndexFromXY get single slice index for an x,y position
func (level *Level) GetIndexFromXY(x int, y int) int {
gd := NewGameData()
return (y * gd.ScreenWidth) + x
}
//CreateTiles generate our map tiles. returns floors, walls
func (level *Level) CreateTiles() ([]MapTile, []MapTile) {
gd := NewGameData()
tiles := make([]MapTile, gd.ScreenHeight*gd.ScreenWidth)
walls := make([]MapTile, gd.ScreenHeight*gd.ScreenWidth)
// TODO:: this should use the asset atlas .. if it worked
floorTile, _, err := ebitenutil.NewImageFromFile("assets/kenney-dungeon/Isometric/stone_E.png");
if err != nil {
log.Fatal(err)
}
wallE, _, err := ebitenutil.NewImageFromFile("assets/kenney-dungeon/Isometric/stoneWall_E.png");
if err != nil {
log.Fatal(err)
}
wallW, _, err := ebitenutil.NewImageFromFile("assets/kenney-dungeon/Isometric/stoneWall_W.png");
if err != nil {
log.Fatal(err)
}
wallN, _, err := ebitenutil.NewImageFromFile("assets/kenney-dungeon/Isometric/stoneWall_N.png");
if err != nil {
log.Fatal(err)
}
wallS, _, err := ebitenutil.NewImageFromFile("assets/kenney-dungeon/Isometric/stoneWall_S.png");
if err != nil {
log.Fatal(err)
}
index := 0
for x := 0; x < gd.ScreenWidth; x++ {
for y := 0; y < gd.ScreenHeight; y++ {
index = level.GetIndexFromXY(x, y)
// TODO:: more tiles and isometric facing walls and stuff
tile := MapTile{
PixelX: x * gd.TileWidth,
PixelY: y * gd.TileWidth, // we are ignoring tile height here
Blocked: false,
Image: floorTile,
Label: "floor",
}
// TODO:: place walls via mapgen instead of just on borders
if x == 0 || x == gd.ScreenWidth-1 || y == 0 || y == gd.ScreenHeight - 1 {
tile.Blocked = true
wall := MapTile{
PixelX: x * gd.TileWidth,
PixelY: y * gd.TileWidth, // we are ignoring tile height here
Blocked: false,
Label: "wall",
}
wall.Blocked = true
if x == 0 {
wall.Image = wallE
} else if x == gd.ScreenWidth - 1 {
wall.Image = wallW
} else if y == 0 {
wall.Image = wallS
} else {
wall.Image =wallN
}
walls[index] = wall
}
tiles[index] = tile
}
}
return tiles, walls
}
//DrawLevel is called each draw cycle and is where we blit
func (level *Level) DrawLevel(screen *ebiten.Image, offsetX int, offsetY int) {
// TODO:: fix isometric rendering..
gd := NewGameData()
// first layer is floor
for x:= 0; x < gd.ScreenWidth; x++ {
for y := 0; y < gd.ScreenHeight; y++ {
tile := level.Tiles[level.GetIndexFromXY(x, y)]
isoX, isoY := TwoDToIso(tile.PixelX, tile.PixelY)
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(isoX+(offsetX)), float64(isoY-(offsetY)))
screen.DrawImage(tile.Image, op)
}
}
// loop through walls (and other stuff.. ? )
for x:= 0; x < gd.ScreenWidth; x++ {
for y := 0; y < gd.ScreenHeight; y++ {
wall := level.Walls[level.GetIndexFromXY(x, y)]
if wall.Image != nil {
isoX, isoY := TwoDToIso(wall.PixelX+1, wall.PixelY+1)
wallYOffset := 0
if y < 1 {
wallYOffset = wallYOffset * -1
}
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(isoX+(offsetX)), float64(isoY-(offsetY)+(wallYOffset)))
screen.DrawImage(wall.Image, op)
}
}
}
}