/
level.go
71 lines (61 loc) · 1.55 KB
/
level.go
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package game
import (
_ "image/png"
"github.com/hajimehoshi/ebiten/v2"
)
type MapTile struct {
PixelX int
PixelY int
Passable bool
Image *ebiten.Image
}
func NewTile(x int, y int, passable bool, sprite *ebiten.Image) *MapTile {
return &MapTile{
PixelX: x,
PixelY: y,
Passable: passable,
Image: sprite,
}
}
type Level struct {
Tiles []*MapTile
gd GameData
}
func NewLevel() Level {
level := Level{gd: NewGameData()}
tiles := level.CreateTiles()
level.Tiles = tiles
return level
}
func (l *Level) GetIndexFromXY(x, y int) int {
return (y * l.gd.ScreenWidth) + x
}
func (l *Level) CreateTiles() []*MapTile {
tiles := make([]*MapTile, l.gd.ScreenHeight*l.gd.ScreenWidth)
for x := 0; x < l.gd.ScreenWidth; x++ {
for y := 0; y < l.gd.ScreenHeight; y++ {
index := l.GetIndexFromXY(x, y)
if x == 0 || x == l.gd.ScreenWidth-1 || y == 0 || y == l.gd.ScreenHeight-1 {
wall := LoadImageFromAssets("wall.png")
tile := NewTile(x*l.gd.TileWidth, y*l.gd.TileHeight, true, wall)
tiles[index] = tile
} else {
floor := LoadImageFromAssets("floor.png")
tile := NewTile(x*l.gd.TileWidth, y*l.gd.TileHeight, false, floor)
tiles[index] = tile
}
}
}
return tiles
}
func (l *Level) DrawLevel(screen *ebiten.Image) {
gd := NewGameData()
for x := 0; x < gd.ScreenWidth; x++ {
for y := 0; y < gd.ScreenHeight; y++ {
tile := l.Tiles[l.GetIndexFromXY(x, y)]
options := &ebiten.DrawImageOptions{}
options.GeoM.Translate(float64(tile.PixelX), float64(tile.PixelY))
screen.DrawImage(tile.Image, options)
}
}
}