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tile.go
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tile.go
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// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package level
import (
m "github.com/divVerent/aaaaxy/internal/math"
)
// Contents indicates what kind of tiles/objects we want to hit.
type Contents int
const (
NoContents Contents = 0
OpaqueContents Contents = 1
PlayerSolidContents Contents = 2
ObjectSolidContents Contents = 4
SolidContents Contents = PlayerSolidContents | ObjectSolidContents
AllContents Contents = OpaqueContents | SolidContents
)
func (c Contents) Empty() bool {
return c == NoContents
}
func (c Contents) Opaque() bool {
return c&OpaqueContents != 0
}
func (c Contents) PlayerSolid() bool {
return c&PlayerSolidContents != 0
}
func (c Contents) ObjectSolid() bool {
return c&ObjectSolidContents != 0
}
type VisibilityFlags int
const (
FrameVis VisibilityFlags = 1
TracedVis VisibilityFlags = 2
)
// A Tile is a single game tile.
type Tile struct {
// Info needed for gameplay.
Contents Contents
Spawnables []*Spawnable // NOTE: not adjusted for transform!
// Info needed for loading more tiles.
LevelPos m.Pos
Transform m.Orientation
VisibilityFlags VisibilityFlags
// Info needed for rendering.
Orientation m.Orientation
ImageSrc string
// If provided, these are used instead of image for "nicer" rotation (e.g. for shadow effects).
// Because Orientation is also set, looking these up is tricky; we want things to show up as in the editor but potentially rotated.
// We know:
// - Transform * Orientation = orientationInEditor
// - If we pick tile I and render at orientation O, we actually render at full orientation O * I.
// - BUT lighting direction orientation is just O.
// - we want O = orientationInEditor.
// - Solve: Orientation = orientationInEditor * I
// - Orientation = (Transform * Orientation) * I
// - O = Transform Orientation
// - I = O^-1 Orientation
imageSrcByOrientation map[m.Orientation]string
// Debug info.
LoadedFromNeighbor m.Pos
}
// ResolveImage applies imageSrcByOrientation data to Image, and possibly changes Orientation when it did.
func (t *Tile) ResolveImage() {
t.ImageSrc, t.Orientation = ResolveImage(t.Transform, t.Orientation, t.ImageSrc, t.imageSrcByOrientation)
t.imageSrcByOrientation = nil
}
// ResolveImage applies the given imageSrcByOrientation map.
func ResolveImage(transform, orientation m.Orientation, defaultImageSrc string, imageSrcByOrientation map[m.Orientation]string) (string, m.Orientation) {
renderOrientation := transform.Concat(orientation)
spriteOrientation := renderOrientation.Inverse().Concat(orientation)
imageSrc, found := imageSrcByOrientation[spriteOrientation]
if found {
return imageSrc, renderOrientation
}
return defaultImageSrc, orientation
}