Add the start of a view for objects in a set

This commit is contained in:
2018-03-18 20:41:17 +00:00
parent 257acd6127
commit 213b2d3eb1
5 changed files with 223 additions and 25 deletions

160
cmd/view-set/main.go Normal file
View File

@@ -0,0 +1,160 @@
package main
import (
"flag"
"image/color"
"log"
"os"
"path/filepath"
"github.com/faiface/pixel"
// "github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
"ur.gs/chaos-gate/internal/data"
"ur.gs/chaos-gate/internal/sets"
"ur.gs/chaos-gate/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
setFile = flag.String("set", "", "Path to a .set file, e.g. ./orig/Sets/map01.set")
)
type env struct {
set *sets.MapSet
objects map[string]*data.Object
}
type state struct {
env *env
objIdx int
spriteIdx int
zoom float64
cam pixel.Matrix
camPos pixel.Vec
}
func main() {
flag.Parse()
if *gamePath == "" || *setFile == "" {
flag.Usage()
os.Exit(1)
}
mapSet, err := sets.LoadSet(*setFile)
if err != nil {
log.Fatalf("Couldn't load set file %s: %v", setFile, err)
}
objects := make(map[string]*data.Object)
for _, name := range mapSet.Palette {
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
obj, err := data.LoadObject(objFile)
if err != nil {
log.Fatalf("Failed to load %s: %v", name, err)
}
objects[filepath.Base(objFile)] = obj
}
env := &env{objects: objects, set: mapSet}
// The main thread now belongs to pixelgl
pixelgl.Run(env.run)
}
func (e *env) run() {
win, err := ui.NewWindow("View Set: " + *setFile)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
pWin := win.PixelWindow
state := &state{
env: e,
camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
zoom: 8.0,
}
// For now, just try to display the various objects
// left + right to change object, up + down to change frame
win.Run(func() {
oldState := *state
state = state.runStep(pWin)
if oldState != *state {
log.Printf(
"new state: numObj=%d object=%d (%s) numFrames=%d frame=%d", // FIXME: rename to sprite throughout
state.env.set.Count(), state.objIdx, state.env.set.Palette[state.objIdx], state.curObject().NumFrames, state.spriteIdx)
state.present(pWin)
}
})
}
func (s *state) runStep(pWin *pixelgl.Window) *state {
newState := *s
newState.handleKeys(pWin)
return &newState
}
func (s *state) present(pWin *pixelgl.Window) {
obj := s.curObject()
frame := obj.Frames[s.spriteIdx] // FIXME: Rename Frame to Sprite throughout
log.Printf("%#v", frame)
pic := pixel.MakePictureData(pixel.R(0, 0, float64(frame.Width), float64(frame.Height)))
// FIXME: how do I convert? Do I even have the right data here?
for i, b := range frame.PixelData {
pic.Pix[i] = color.RGBA{b, b, b, 255}
}
sprite := pixel.NewSprite(pic, pic.Bounds())
pWin.Clear(colornames.White)
sprite.Draw(pWin, pixel.IM.Moved(pWin.Bounds().Center()))
}
func (s *state) handleKeys(pWin *pixelgl.Window) {
if pWin.JustPressed(pixelgl.KeyLeft) {
if s.objIdx > 0 {
s.objIdx -= 1
s.spriteIdx = 0
}
}
if pWin.JustPressed(pixelgl.KeyRight) {
if s.objIdx < s.env.set.Count()-1 {
s.objIdx += 1
s.spriteIdx = 0
}
}
if pWin.JustPressed(pixelgl.KeyDown) {
if s.spriteIdx > 0 {
s.spriteIdx -= 1
}
}
if pWin.JustPressed(pixelgl.KeyUp) {
if s.spriteIdx < int(s.curObject().NumFrames)-1 {
s.spriteIdx += 1
}
}
}
func (s *state) curObject() *data.Object {
name := s.env.set.Palette[s.objIdx] + ".obj"
return s.env.objects[name] // FIXME: we should use consistent naming!
}