Rename view-map to minimap and work on a real view-map
This commit is contained in:
295
cmd/view-minimap/main.go
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295
cmd/view-minimap/main.go
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package main
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import (
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"flag"
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"log"
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"math"
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"os"
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"path/filepath"
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"time"
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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/maps"
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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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mapFile = flag.String("map", "", "Prefix path to a .map file, e.g. ./orig/Maps/Chapter01.MAP")
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txtFile = flag.String("txt", "", "Prefix path to a .txt file, e.g. ./orig/Maps/Chapter01.txt")
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)
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type env struct {
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gameMap *maps.GameMap
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set *sets.MapSet
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}
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type runState struct {
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env *env
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autoUpdate bool
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started time.Time
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cam pixel.Matrix
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camPos pixel.Vec
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zoom float64
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zIdx int
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cellIdx int
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}
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func main() {
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flag.Parse()
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if *gamePath == "" || *mapFile == "" || *txtFile == "" {
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flag.Usage()
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os.Exit(1)
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}
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gameMap, err := maps.LoadGameMapByFiles(*mapFile, *txtFile)
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if err != nil {
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log.Fatalf("Couldn't load map file: %v", err)
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}
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setFile := filepath.Join(*gamePath, "Sets", gameMap.MapSetFilename())
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log.Println(setFile)
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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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env := &env{gameMap: gameMap, 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 Map " + *mapFile)
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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 := &runState{
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env: e,
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autoUpdate: true,
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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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win.Run(func() {
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oldState := *state
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state = runStep(pWin, state)
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if oldState != *state {
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log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
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present(pWin, state)
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}
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})
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}
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// Converts pixel coordinates to cell coordinates
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func vecToCell(vec pixel.Vec) (int, int) {
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x := int(vec.X)
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y := int(vec.Y)
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if x < 0 {
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x = 0
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}
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if x > maps.MaxWidth-1 {
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x = maps.MaxWidth - 1
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}
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if y < 0 {
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y = 0
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}
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if y > maps.MaxLength-1 {
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y = maps.MaxLength - 1
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}
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return x, y
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}
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func cellToVec(x, y int) pixel.Rect {
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min := pixel.Vec{X: float64(x), Y: float64(y)}
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max := pixel.Vec{X: min.X + 1, Y: min.Y + 1}
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return pixel.Rect{Min: min, Max: max}
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}
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func present(win *pixelgl.Window, state *runState) {
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gameMap := state.env.gameMap
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imd := imdraw.New(nil)
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for y := gameMap.MinLength; y < gameMap.MaxLength; y++ {
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for x := gameMap.MinWidth; x < gameMap.MaxWidth; x++ {
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rect := cellToVec(int(x), int(y))
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cell := gameMap.Cells.At(int(x), int(y), int(state.zIdx))
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// TODO: represent the state of the cell *sensibly*, using colour.
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// Need to understand the contents better first, so for now optimize
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// for exploration
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imd.Color = makeColour(&cell, state.cellIdx)
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imd.Push(rect.Min, rect.Max)
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imd.Rectangle(0.0)
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}
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}
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// Draw the boundary
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rect := pixel.R(
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float64(gameMap.MinWidth)-0.5, float64(gameMap.MinLength)-0.5,
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float64(gameMap.MaxWidth)+0.5, float64(gameMap.MaxLength)+0.5,
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)
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imd.Color = pixel.RGB(255, 0, 0)
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imd.EndShape = imdraw.SharpEndShape
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imd.Push(rect.Min, rect.Max)
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imd.Rectangle(1.0)
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center := win.Bounds().Center()
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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(pixel.ZV, state.zoom) // apply current zoom factor
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cam = cam.Moved(center.Sub(state.camPos)) // Make it central
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cam = cam.Rotated(center.Sub(state.camPos), -0.785) // Apply isometric angle
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state.cam = cam
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win.SetMatrix(state.cam)
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win.Clear(colornames.Black)
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imd.Draw(win)
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}
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func makeColour(cell *maps.Cell, colIdx int) pixel.RGBA {
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var scale func(float64) float64
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mult := func(factor float64) func(float64) float64 {
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return func(in float64) float64 { return in * factor }
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}
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// Different columns do better with different levels of greyscale.
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switch colIdx {
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case 0:
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scale = mult(0.004)
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case 1:
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scale = mult(0.1)
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case 2:
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scale = mult(1.0)
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case 3:
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scale = mult(0.1)
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case 4:
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scale = func(in float64) float64 { return mult(0.01)(in - 100) }
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case 10:
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scale = func(in float64) float64 { return mult(0.01)(in - 100) }
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case 12:
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scale = mult(0.004)
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case 13:
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scale = mult(0.004)
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case 14:
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scale = mult(0.004)
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case 15:
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scale = mult(1.0)
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default:
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scale = mult(0.01) // close to maximum resolution, low-value fields will be lost
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}
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col := scale(float64(cell.At(colIdx)))
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return pixel.RGB(col, col, col)
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}
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func runStep(win *pixelgl.Window, state *runState) *runState {
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nextState := *state
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// Enable / disable auto-update with the enter key
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if win.JustPressed(pixelgl.KeyEnter) {
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nextState.autoUpdate = !state.autoUpdate
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log.Printf("autoUpdate=%v", nextState.autoUpdate)
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if nextState.autoUpdate {
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nextState.started = time.Now()
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}
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}
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// Automatically cycle every second when auto-update is on
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if nextState.autoUpdate && time.Now().Sub(state.started) > 500*time.Millisecond {
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nextState.cellIdx = nextState.cellIdx + 1
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if nextState.cellIdx >= maps.CellSize {
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nextState.cellIdx = 0
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nextState.zIdx = nextState.zIdx + 1
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}
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if nextState.zIdx >= maps.MaxHeight {
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nextState.zIdx = 0
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}
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nextState.started = time.Now()
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}
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if win.Pressed(pixelgl.KeyLeft) {
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nextState.camPos.X -= 4
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}
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if win.Pressed(pixelgl.KeyRight) {
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nextState.camPos.X += 4
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}
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if win.Pressed(pixelgl.KeyDown) {
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nextState.camPos.Y -= 4
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}
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if win.Pressed(pixelgl.KeyUp) {
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nextState.camPos.Y += 4
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}
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for i := 0; i <= 6; i++ {
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if win.JustPressed(pixelgl.Key1 + pixelgl.Button(i)) {
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nextState.zIdx = i
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}
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}
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// Decrease the cell index
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if win.JustPressed(pixelgl.KeyMinus) {
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if nextState.cellIdx > 0 {
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nextState.cellIdx -= 1
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}
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}
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// Increase the cell index
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if win.JustPressed(pixelgl.KeyEqual) {
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if nextState.cellIdx < maps.CellSize-1 {
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nextState.cellIdx += 1
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}
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}
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// Show details of clicked-on cell in termal
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if win.JustPressed(pixelgl.MouseButtonLeft) {
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vec := state.cam.Unproject(win.MousePosition())
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x, y := vecToCell(vec)
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log.Printf("%#v -> %d,%d", vec, x, y)
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cell := state.env.gameMap.Cells.At(x, y, state.zIdx)
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log.Printf(
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"x=%d y=%d z=%d SurfaceTile=%d (%s) SurfaceFrame=%d SquadRelated=%d",
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x, y, state.zIdx,
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cell.Surface.Index(), state.env.set.SurfacePalette[int(cell.Surface.Index())], cell.Surface.Frame(),
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cell.SquadRelated,
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)
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log.Printf("CellIdx%d=%d. Full cell data: %#v", state.cellIdx, cell.At(state.cellIdx), cell)
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}
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// Zoom in and out with the mouse wheel
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nextState.zoom *= math.Pow(1.2, win.MouseScroll().Y)
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if nextState.zoom != state.zoom {
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log.Printf("zoom=%.2f", nextState.zoom)
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}
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return &nextState
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}
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