2018-03-18 20:41:17 +00:00
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package main
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import (
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"flag"
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2018-03-21 05:08:24 +00:00
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// "image/color"
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2018-03-18 20:41:17 +00:00
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"log"
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2018-03-21 05:08:24 +00:00
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"math"
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2018-03-18 20:41:17 +00:00
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"os"
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"path/filepath"
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"github.com/faiface/pixel"
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// "github.com/faiface/pixel/imdraw"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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"ur.gs/chaos-gate/internal/data"
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"ur.gs/chaos-gate/internal/sets"
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"ur.gs/chaos-gate/internal/ui"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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setFile = flag.String("set", "", "Path to a .set file, e.g. ./orig/Sets/map01.set")
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)
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type env struct {
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set *sets.MapSet
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objects map[string]*data.Object
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}
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type state struct {
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env *env
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2018-03-21 05:08:24 +00:00
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step int
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2018-03-18 20:41:17 +00:00
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objIdx int
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spriteIdx int
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zoom float64
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cam pixel.Matrix
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camPos pixel.Vec
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}
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func main() {
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flag.Parse()
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if *gamePath == "" || *setFile == "" {
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flag.Usage()
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os.Exit(1)
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}
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mapSet, err := sets.LoadSet(*setFile)
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if err != nil {
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log.Fatalf("Couldn't load set file %s: %v", setFile, err)
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}
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objects := make(map[string]*data.Object)
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for _, name := range mapSet.Palette {
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objFile := filepath.Join(*gamePath, "Obj", name+".obj")
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obj, err := data.LoadObject(objFile)
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if err != nil {
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log.Fatalf("Failed to load %s: %v", name, err)
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}
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objects[filepath.Base(objFile)] = obj
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}
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env := &env{objects: objects, set: mapSet}
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// The main thread now belongs to pixelgl
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pixelgl.Run(env.run)
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}
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func (e *env) run() {
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win, err := ui.NewWindow("View Set: " + *setFile)
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if err != nil {
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log.Fatal("Couldn't create window: %v", err)
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}
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pWin := win.PixelWindow
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state := &state{
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env: e,
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camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
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zoom: 8.0,
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}
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// For now, just try to display the various objects
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// left + right to change object, up + down to change frame
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win.Run(func() {
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oldState := *state
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state = state.runStep(pWin)
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2018-03-21 05:08:24 +00:00
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if oldState != *state || oldState.step == 0 {
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2018-03-18 20:41:17 +00:00
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log.Printf(
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2018-03-21 05:08:24 +00:00
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"new state: numObj=%d object=%d (%s) numFrames=%d sprite=%d zoom=%.2f",
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state.env.set.Count(),
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state.objIdx,
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state.env.set.Palette[state.objIdx],
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state.curObject().NumSprites,
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state.spriteIdx,
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state.zoom,
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)
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state.step += 1
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2018-03-18 20:41:17 +00:00
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state.present(pWin)
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}
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})
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}
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func (s *state) runStep(pWin *pixelgl.Window) *state {
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newState := *s
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newState.handleKeys(pWin)
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return &newState
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}
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func (s *state) present(pWin *pixelgl.Window) {
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2018-03-21 05:08:24 +00:00
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// obj := s.curObject()
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// sprite := obj.Sprites[s.spriteIdx]
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2018-03-18 20:41:17 +00:00
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2018-03-21 05:08:24 +00:00
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center := pWin.Bounds().Center()
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2018-03-18 20:41:17 +00:00
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2018-03-21 05:08:24 +00:00
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cam := pixel.IM
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// cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Scaled(center, s.zoom) // apply current zoom factor
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//cam = cam.Moved(center.Sub(s.camPos)) // Make it central
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//cam = cam.Rotated(center, -0.785) // Apply isometric angle
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s.cam = cam
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pWin.SetMatrix(s.cam)
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2018-03-18 20:41:17 +00:00
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pWin.Clear(colornames.White)
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2018-03-21 05:08:24 +00:00
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// pixel.NewSprite(pic, pic.Bounds()).Draw(pWin, pixel.IM.Moved(center))
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2018-03-18 20:41:17 +00:00
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}
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func (s *state) handleKeys(pWin *pixelgl.Window) {
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if pWin.JustPressed(pixelgl.KeyLeft) {
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if s.objIdx > 0 {
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s.objIdx -= 1
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s.spriteIdx = 0
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}
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}
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if pWin.JustPressed(pixelgl.KeyRight) {
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if s.objIdx < s.env.set.Count()-1 {
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s.objIdx += 1
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s.spriteIdx = 0
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}
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}
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if pWin.JustPressed(pixelgl.KeyDown) {
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if s.spriteIdx > 0 {
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s.spriteIdx -= 1
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}
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}
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if pWin.JustPressed(pixelgl.KeyUp) {
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2018-03-21 05:08:24 +00:00
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if s.spriteIdx < int(s.curObject().NumSprites)-1 {
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s.spriteIdx += 1
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}
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}
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2018-03-21 05:08:24 +00:00
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// Zoom in and out with the mouse wheel
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s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
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2018-03-18 20:41:17 +00:00
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}
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func (s *state) curObject() *data.Object {
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name := s.env.set.Palette[s.objIdx] + ".obj"
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return s.env.objects[name] // FIXME: we should use consistent naming!
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}
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