/
tile.go
139 lines (115 loc) · 2.81 KB
/
tile.go
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package game
import (
"fmt"
"github.com/hajimehoshi/ebiten/v2"
)
type Tile struct {
pos *Position
boardPos *Position
sprite ISprite
tasks []Task
kind int
oldKind int
reserved bool
}
const (
tileSize = 14
TileKindEmpty = 0
TileKindWall = 1
TileKindWood = 2
)
func GetTileSize() int {
return tileSize
}
func GetSpriteByKind(kind int) ISprite {
switch kind {
case 0:
return NewSingleSprite(GetResource(ResourceNameFloor), &Position{
X: 0,
Y: 0,
}, 32, true)
case 1:
return NewSingleSprite(GetResource(ResourceNameWall), &Position{
X: 0,
Y: 0,
}, 32, true)
case 2:
return NewSingleSprite(GetResource(ResourceNameDoor), &Position{
X: 0,
Y: 0,
}, 32, true)
default:
return NewAnimatedSprite(GetResource(ResourceNameWallFountain), 3, 0, 16, &Offsets{
offsetX: 0,
offsetY: 8,
}, true)
}
}
func NewTile(x, y int, kind int) *Tile {
return &Tile{
pos: &Position{X: x, Y: y},
sprite: GetSpriteByKind(kind),
kind: kind,
tasks: []Task{},
}
}
func (t *Tile) Update(g *Game) error {
if t.kind != t.oldKind {
t.sprite = GetSpriteByKind(t.kind)
t.oldKind = t.kind
}
t.sprite.Animate()
return nil
}
func (t *Tile) Walkable() bool {
return t.kind == TileKindEmpty && !t.reserved
}
func (t *Tile) Draw(boardImage *ebiten.Image) error {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(t.pos.X), float64(t.pos.Y))
if t.sprite.GetCurrent() != nil {
boardImage.DrawImage(t.sprite.GetCurrent(), op)
}
return nil
}
func GetTileByBoardPosition(pos *Position, g *Game) *Tile {
tIndex := pos.X + (pos.Y)*g.board.widthSize
if tIndex < 0 || tIndex >= len(g.board.tiles) {
return nil
}
return g.board.tiles[tIndex]
}
func GetTileBoardPos(pos *Position) Position {
return Position{X: (pos.X + tileSize/2) / tileSize, Y: (pos.Y + tileSize/2) / tileSize}
}
func GetSurroundedTiles(tilePos Position, g *Game) (center, up, left, down, right *Tile, tiles []*Tile, err error) {
tiles = make([]*Tile, 0)
center = g.board.tiles[tilePos.Y*g.board.widthSize+tilePos.X]
if tilePos.Y > 0 {
up = g.board.tiles[(tilePos.Y-1)*g.board.widthSize+tilePos.X]
tiles = append(tiles, up)
}
if tilePos.X > 0 {
left = g.board.tiles[tilePos.Y*g.board.widthSize+tilePos.X-1]
tiles = append(tiles, left)
}
if tilePos.Y < g.board.heightSize-1 {
down = g.board.tiles[(tilePos.Y+1)*g.board.widthSize+tilePos.X]
tiles = append(tiles, down)
}
if tilePos.X < g.board.widthSize-1 {
right = g.board.tiles[tilePos.Y*g.board.widthSize+tilePos.X+1]
tiles = append(tiles, right)
}
defer func() {
if r := recover(); r != nil {
fmt.Printf("Panic: %+v\n", r)
err = fmt.Errorf("%+v", r)
}
}()
return
}
func GetSurroundedTilesArray(tilePos Position, g *Game) ([]*Tile, error) {
_, _, _, _, _, tiles, _ := GetSurroundedTiles(tilePos, g)
return tiles, nil
}