Files
ordoor/cmd/view-map/main.go

200 lines
4.3 KiB
Go
Raw Normal View History

package main
import (
"flag"
2019-12-30 00:51:20 +00:00
"image"
"log"
"math"
"os"
2019-12-30 00:51:20 +00:00
"github.com/hajimehoshi/ebiten"
"code.ur.gs/lupine/ordoor/internal/assetstore"
2019-12-31 01:55:58 +00:00
"code.ur.gs/lupine/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
gameMap = flag.String("map", "", "Name of a map, e.g., Chapter01")
)
2018-03-18 13:57:01 +00:00
type env struct {
assets *assetstore.AssetStore
area *assetstore.Map
2018-03-18 13:57:01 +00:00
2018-03-28 01:15:35 +01:00
step int
2019-12-30 00:51:20 +00:00
state state
lastState state
}
2018-03-18 13:57:01 +00:00
2019-12-30 00:51:20 +00:00
type state struct {
zoom float64
origin image.Point
zIdx int
2018-03-18 13:57:01 +00:00
}
func main() {
flag.Parse()
if *gamePath == "" || *gameMap == "" {
flag.Usage()
os.Exit(1)
}
assets, err := assetstore.New(*gamePath)
if err != nil {
log.Fatalf("Failed to scan root directory %v: %v", *gamePath, err)
}
area, err := assets.Map(*gameMap)
2018-03-18 13:57:01 +00:00
if err != nil {
log.Fatalf("Failed to load map %v: %v", *gameMap, err)
2018-03-28 01:15:35 +01:00
}
2019-12-30 00:51:20 +00:00
state := state{
zoom: 1.0,
2019-12-31 01:38:39 +00:00
origin: image.Point{0, 3000}, // FIXME: haxxx
2019-12-30 00:51:20 +00:00
}
env := &env{
area: area,
assets: assets,
2019-12-30 00:51:20 +00:00
state: state,
lastState: state,
}
win, err := ui.NewWindow("View Map " + *gameMap)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
2019-12-30 00:51:20 +00:00
// TODO: click to view cell data
2019-12-31 01:38:39 +00:00
win.OnKeyUp(ebiten.KeyLeft, env.changeOrigin(-64, +0))
win.OnKeyUp(ebiten.KeyRight, env.changeOrigin(+64, +0))
win.OnKeyUp(ebiten.KeyUp, env.changeOrigin(+0, -64))
win.OnKeyUp(ebiten.KeyDown, env.changeOrigin(+0, +64))
2019-12-30 00:51:20 +00:00
win.OnMouseWheel(env.changeZoom)
for i := 0; i <= 6; i++ {
win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i))
}
2019-12-30 00:51:20 +00:00
if err := win.Run(env.Update, env.Draw); err != nil {
log.Fatal(err)
}
}
2018-03-18 13:57:01 +00:00
2019-12-30 00:51:20 +00:00
func (e *env) Update() error {
if e.step == 0 || e.lastState != e.state {
log.Printf("zoom=%.2f zIdx=%v camPos=%#v", e.state.zoom, e.state.zIdx, e.state.origin)
}
2019-12-30 00:51:20 +00:00
e.lastState = e.state
e.step += 1
2018-03-28 01:15:35 +01:00
2019-12-30 00:51:20 +00:00
return nil
}
2019-12-30 00:51:20 +00:00
func (e *env) Draw(screen *ebiten.Image) error {
2019-12-31 01:38:39 +00:00
// Bounds clipping
// http://www.java-gaming.org/index.php?topic=24922.0
// https://stackoverflow.com/questions/892811/drawing-isometric-game-worlds
// https://gamedev.stackexchange.com/questions/25896/how-do-i-find-which-isometric-tiles-are-inside-the-cameras-current-view
sw, sh := screen.Size()
topLeftX, topLeftY := pixToCell(
float64(e.state.origin.X),
float64(e.state.origin.Y),
)
topLeftX -= 1 // Otherwise we miss half a cell on alternate rows on the left
bottomRightX, bottomRightY := pixToCell(
float64(e.state.origin.X+sw),
float64(e.state.origin.Y+sh),
)
// X+Y is constant for all tiles in a column
// X-Y is constant for all tiles in a row
for a := int(topLeftX + topLeftY); a <= int(bottomRightX+bottomRightY); a++ {
for b := int(topLeftX - topLeftY); b <= int(bottomRightX-bottomRightY); b++ {
if b&1 != a&1 {
continue
}
x := (a + b) / 2
y := (a - b) / 2
if !image.Pt(x, y).In(e.area.Rect) {
2019-12-31 01:38:39 +00:00
continue
}
for z := 0; z <= e.state.zIdx; z++ {
e.renderCell(x, y, z, screen)
}
}
}
2019-12-30 00:51:20 +00:00
return nil
}
2019-12-30 00:51:20 +00:00
func (e *env) renderCell(x, y, z int, screen *ebiten.Image) error {
images, err := e.area.ImagesForCell(x, y, z)
if err != nil {
return err
}
2019-12-31 01:38:39 +00:00
iso := ebiten.GeoM{}
iso.Translate(-float64(e.state.origin.X), -float64(e.state.origin.Y))
fx, fy := cellToPix(float64(x), float64(y))
iso.Translate(fx, fy)
// Taking the Z index away *seems* to draw the object in the correct place.
// FIXME: There are some artifacts, investigate more
2019-12-31 01:38:39 +00:00
iso.Translate(0.0, -float64(z*48.0)) // offset for Z index
2019-12-31 01:38:39 +00:00
// TODO: iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
for _, img := range images {
if err := screen.DrawImage(img, &ebiten.DrawImageOptions{GeoM: iso}); err != nil {
2019-12-30 00:51:20 +00:00
return err
}
}
2019-12-30 00:51:20 +00:00
return nil
}
2019-12-30 00:51:20 +00:00
func (e *env) changeOrigin(byX, byY int) func() {
return func() {
e.state.origin.X += byX
e.state.origin.Y += byY
}
}
2019-12-30 00:51:20 +00:00
func (e *env) changeZoom(_, y float64) {
// Zoom in and out with the mouse wheel
e.state.zoom *= math.Pow(1.2, y)
}
2018-03-18 13:57:01 +00:00
2019-12-30 00:51:20 +00:00
func (e *env) setZIdx(to int) func() {
return func() {
e.state.zIdx = to
}
2019-12-30 00:51:20 +00:00
}
2019-12-31 01:38:39 +00:00
const (
cellWidth = 64
cellHeight = 64
2019-12-30 00:51:20 +00:00
)
2019-12-30 00:51:20 +00:00
// Doesn't take the camera or Z level into account
func cellToPix(x, y float64) (float64, float64) {
return (x - y) * cellWidth, (x + y) * cellHeight / 2.0
}
2019-12-30 00:51:20 +00:00
// Doesn't take the camera or Z level into account
func pixToCell(x, y float64) (float64, float64) {
return y/cellHeight + x/(cellWidth*2.0), y/cellHeight - x/(cellWidth*2.0)
}