/
level.go
113 lines (102 loc) · 2.51 KB
/
level.go
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package main
import (
"bufio"
"fmt"
"image"
"os"
"github.com/hajimehoshi/ebiten/v2"
)
var atlasMap = map[byte]int{
' ': 384,
'\t': 384,
'\n': 384,
'#': 145, // wall
'.': 406, // floor
'|': 126, // door
'/': 122, // door (open)
'R': 3788, // enemy 1
'S': 3812, // enemy 2
'@': 821, // player spawn
}
var tileFromFile = newTilesFromFile("cmd/main/levelFile.txt", atlasMap)
type Level struct {
ID int
TileSize int
TilesImg *ebiten.Image
TilesMap [][]int
}
func (l *Level) String() string {
var ss string
for _, row := range l.TilesMap {
for _, col := range row {
ss += fmt.Sprintf(" %d ", col)
}
ss += fmt.Sprintf(" \n ")
}
return ss
}
func newTilesFromFile(levelFile string, atlas map[byte]int) [][]int {
// open the file
fd, err := os.Open(levelFile)
if err != nil {
panic(err)
}
defer fd.Close()
// read the file
scanner := bufio.NewScanner(fd)
levelLines := make([]string, 0)
longestRow := 0
var index int
for scanner.Scan() {
levelLines = append(levelLines, scanner.Text())
if len(levelLines[index]) > longestRow {
longestRow = len(levelLines[index])
}
index++
}
// initialize tiles matrix
tiles := make([][]int, len(levelLines))
for i := range tiles {
tiles[i] = make([]int, longestRow)
}
// let's fill out our tiles with the proper
// id's using the provided atlas mappings
for y := 0; y < len(tiles); y++ {
var tile int
var found bool
for x, ch := range levelLines[y] {
tile, found = atlas[byte(ch)]
if !found {
tile = 384
}
tiles[y][x] = tile
}
}
return tiles
}
func NewLevel(id int, tilesImg *ebiten.Image, tilesSize int, tilesMap [][]int) *Level {
return &Level{
ID: id,
TileSize: tilesSize,
TilesImg: tilesImg,
TilesMap: tilesMap,
}
}
func (l *Level) DrawLevel(screenWidth int, screen *ebiten.Image) {
w := l.TilesImg.Bounds().Dx()
tileXCount := w / l.TileSize
// Draw each tile with each DrawImage call.
// As the source images of all DrawImage calls are always same,
// this rendering is done very efficiently.
// For more detail, see https://pkg.go.dev/github.com/hajimehoshi/ebiten/v2#Image.DrawImage
xCount := screenWidth / l.TileSize
for _, m := range l.TilesMap {
for i, t := range m {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64((i%xCount)*l.TileSize), float64((i/xCount)*l.TileSize))
sx := (t % tileXCount) * l.TileSize
sy := (t / tileXCount) * l.TileSize
screen.DrawImage(l.TilesImg.SubImage(image.Rect(sx, sy, sx+l.TileSize, sy+l.TileSize)).(*ebiten.Image), op)
}
}
}