/
screen.go
163 lines (142 loc) · 3.62 KB
/
screen.go
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package main
import (
"encoding/hex"
"image"
"image/color"
"log"
"github.com/bmcszk/gptrts/pkg/game"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
const (
tileSize = 16
tileSpriteSize = 16
tileSpriteXNum = 7
selectedBorder = 2
)
type screen struct {
rect image.Rectangle
tiles map[image.Point]*game.Tile
units map[*game.Unit]bool
}
var emptyScreen = screen{
rect: image.Rectangle{},
tiles: make(map[image.Point]*game.Tile),
units: make(map[*game.Unit]bool),
}
func newScreen(rect image.Rectangle, tiles map[image.Point]*game.Tile) *screen {
return &screen{
rect: rect,
tiles: tiles,
units: make(map[*game.Unit]bool, 0),
}
}
func (s *screen) is(rect image.Rectangle) bool {
return s.rect.Eq(rect)
}
func (s *screen) draw(enScreen *ebiten.Image, cameraX, cameraY int) {
for _, t := range s.tiles {
if t != nil {
drawTile(t, enScreen, cameraX, cameraY)
if t.Unit != nil {
s.units[t.Unit] = t.Visible
}
}
}
for u, visible := range s.units {
if visible {
drawUnit(u, enScreen, cameraX, cameraY)
}
}
}
func drawTile(t *game.Tile, enScreen *ebiten.Image, cameraX, cameraY int) {
p := t.Point
op := &ebiten.DrawImageOptions{}
if !t.Visible {
// Create a new color matrix and set the brightness to a lower value
cm := ebiten.ColorM{}
cm.Scale(0.5, 0.5, 0.5, 1.0) // Make the tile darker
op.ColorM = cm
}
op.GeoM.Translate(float64(p.X*tileSize-cameraX), float64(p.Y*tileSize-cameraY))
enScreen.DrawImage(getBackgroundColorImage(t.BackStyleClass), op)
tileSpriteNo := getTile(t.FrontStyleClass)
sx := (tileSpriteNo % tileSpriteXNum) * tileSpriteSize
sy := (tileSpriteNo / tileSpriteXNum) * tileSpriteSize
enScreen.DrawImage(tilesImage.SubImage(image.Rect(sx, sy, sx+tileSpriteSize, sy+tileSpriteSize)).(*ebiten.Image), op)
}
func drawUnit(u *game.Unit, enScreen *ebiten.Image, cameraX, cameraY int) {
screenPosition := u.Position.Mul(tileSize)
x := screenPosition.X - float64(cameraX)
y := screenPosition.Y - float64(cameraY)
if u.Selected {
col := color.RGBA{0, 255, 0, 255}
ebitenutil.DrawRect(enScreen, x-selectedBorder, y-selectedBorder, float64(u.Size.X+(selectedBorder*2)), float64(u.Size.Y+(selectedBorder*2)), col)
}
ebitenutil.DrawRect(enScreen, x, y, float64(u.Size.X), float64(u.Size.Y), u.Color)
}
func getBackgroundColorImage(className string) *ebiten.Image {
img, exists := backgroundImages[className]
if exists {
return img
}
switch className {
case "grass":
img = ebiten.NewImage(tileSize, tileSize)
img.Fill(getColorFromHex("74CF45FF"))
case "water":
img = ebiten.NewImage(tileSize, tileSize)
img.Fill(getColorFromHex("68A8C8FF"))
case "sand":
img = ebiten.NewImage(tileSize, tileSize)
img.Fill(getColorFromHex("BA936BFF"))
default:
img = ebiten.NewImage(tileSize, tileSize)
img.Fill(getColorFromHex("74CF45FF"))
}
backgroundImages[className] = img
return img
}
func getColorFromHex(colorStr string) color.Color {
b, err := hex.DecodeString(colorStr)
if err != nil {
log.Fatal(err)
}
return color.RGBA{b[0], b[1], b[2], b[3]}
}
func getTile(className string) int {
switch className {
case "plain1":
return 0
case "plain2":
return 1
case "plain3":
return 2
case "forest1":
return 3
case "forest2":
return 4
case "forest3":
return 5
case "sea1", "sea2", "sea3", "river1", "river2", "river3":
return 99
case "mountain1":
return 10
case "mountain2":
return 11
case "mountain3":
return 12
case "hill1", "hill2", "hill3":
return 13
case "lake1":
return 18
case "lake2":
return 19
case "lake3":
return 20
case "sand1", "sand2", "sand3":
return 78
default:
return 0
}
}