Rename view-map to minimap and work on a real view-map
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -2,4 +2,5 @@
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/loader
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/loader
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/orig
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/orig
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/view-map
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/view-map
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/view-minimap
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/view-set
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/view-set
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8
Makefile
8
Makefile
@@ -1,17 +1,21 @@
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srcfiles = $(shell find . -iname *.go)
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srcfiles = $(shell find . -iname *.go)
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all: loader view-map
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all: loader view-map view-minimap view-set
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loader: $(srcfiles)
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loader: $(srcfiles)
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go build -o loader ur.gs/chaos-gate/cmd/loader
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go build -o loader ur.gs/chaos-gate/cmd/loader
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view-map: $(srcfiles)
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view-map: $(srcfiles)
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go build -o view-map ur.gs/chaos-gate/cmd/view-map
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go build -o view-map ur.gs/chaos-gate/cmd/view-map
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view-minimap: $(srcfiles)
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go build -o view-minimap ur.gs/chaos-gate/cmd/view-minimap
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view-set: $(srcfiles)
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view-set: $(srcfiles)
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go build -o view-set ur.gs/chaos-gate/cmd/view-set
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go build -o view-set ur.gs/chaos-gate/cmd/view-set
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clean:
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clean:
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rm -f loader view-map view-set
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rm -f loader view-map view-minimap view-set
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.PHONY: all clean
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.PHONY: all clean
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@@ -6,13 +6,13 @@ import (
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"math"
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"math"
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"os"
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"os"
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"path/filepath"
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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"
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"github.com/faiface/pixel/imdraw"
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"github.com/faiface/pixel/pixelgl"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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"golang.org/x/image/colornames"
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"ur.gs/chaos-gate/internal/conv"
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"ur.gs/chaos-gate/internal/data"
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"ur.gs/chaos-gate/internal/maps"
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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/sets"
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"ur.gs/chaos-gate/internal/ui"
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"ur.gs/chaos-gate/internal/ui"
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@@ -27,13 +27,13 @@ var (
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type env struct {
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type env struct {
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gameMap *maps.GameMap
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gameMap *maps.GameMap
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set *sets.MapSet
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set *sets.MapSet
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objects map[string]*conv.Object
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}
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}
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type runState struct {
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type state struct {
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env *env
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env *env
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autoUpdate bool
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step int
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started time.Time
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cam pixel.Matrix
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cam pixel.Matrix
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camPos pixel.Vec
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camPos pixel.Vec
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@@ -41,7 +41,6 @@ type runState struct {
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zoom float64
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zoom float64
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zIdx int
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zIdx int
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cellIdx int
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}
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}
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func main() {
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func main() {
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@@ -64,7 +63,19 @@ func main() {
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log.Fatalf("Couldn't load set file %s: %v", setFile, err)
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log.Fatalf("Couldn't load set file %s: %v", setFile, err)
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}
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}
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env := &env{gameMap: gameMap, set: mapSet}
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objects := make(map[string]*conv.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[name] = conv.ConvertObject(obj, name)
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}
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env := &env{gameMap: gameMap, set: mapSet, objects: objects}
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// The main thread now belongs to pixelgl
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// The main thread now belongs to pixelgl
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pixelgl.Run(env.run)
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pixelgl.Run(env.run)
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@@ -77,202 +88,138 @@ func (e *env) run() {
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}
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}
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pWin := win.PixelWindow
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pWin := win.PixelWindow
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state := &runState{
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state := &state{
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env: e,
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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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camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
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// camPos: pixel.V(float64(3700), float64(0)),
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zoom: 8.0,
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zoom: 1.0,
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}
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}
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win.Run(func() {
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win.Run(func() {
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oldState := *state
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oldState := *state
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state = runStep(pWin, state)
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state = state.runStep(pWin)
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if oldState != *state {
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if oldState != *state || oldState.step == 0 {
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log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
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log.Printf("zoom=%.2f zIdx=%v camPos=%#v", state.zoom, state.zIdx, state.camPos)
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present(pWin, state)
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state.present(pWin)
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}
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}
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state.step += 1
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})
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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 (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, *conv.Object) {
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func vecToCell(vec pixel.Vec) (int, int) {
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name := palette[ref.Index()]
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x := int(vec.X)
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obj := e.objects[name]
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y := int(vec.Y)
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if obj == nil {
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log.Printf("Failed to find surface sprite %#v -> %q", ref, name)
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if x < 0 {
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return nil, nil
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x = 0
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}
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}
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if x > maps.MaxWidth-1 {
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if ref.Frame() >= len(obj.Sprites) {
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x = maps.MaxWidth - 1
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log.Printf("Out-of-index sprite %v requested for %v", ref.Frame(), name)
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return nil, obj
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}
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}
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if y < 0 {
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return &obj.Sprites[ref.Frame()], obj
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y = 0
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}
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}
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if y > maps.MaxLength-1 {
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var (
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y = maps.MaxLength - 1
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cellWidth = 128 // I think, anyway
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}
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cellHeight = 64
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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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)
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imd.Color = pixel.RGB(255, 0, 0)
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// TODO: build all the sprites in the set into a single spritesheet so we can
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imd.EndShape = imdraw.SharpEndShape
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// use pixel.Batch
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imd.Push(rect.Min, rect.Max)
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func (s *state) present(pWin *pixelgl.Window) {
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imd.Rectangle(1.0)
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gameMap := s.env.gameMap
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center := win.Bounds().Center()
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pWin.Clear(colornames.Black)
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center := pWin.Bounds().Center()
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cam := pixel.IM
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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.ScaledXY(center, 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.Scaled(pixel.ZV, s.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.Moved(center.Sub(s.camPos)) // Make it central
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cam = cam.Rotated(center.Sub(state.camPos), -0.785) // Apply isometric angle
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// cam = cam.Rotated(center.Sub(s.camPos), -0.785) // Apply isometric angle
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state.cam = cam
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s.cam = cam
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pWin.SetMatrix(s.cam)
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win.SetMatrix(state.cam)
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// TODO: bounds clipping
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win.Clear(colornames.Black)
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z := int(s.zIdx)
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imd.Draw(win)
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for y := int(gameMap.MinLength); y < int(gameMap.MaxLength); y++ {
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for x := int(gameMap.MinWidth); x < int(gameMap.MaxWidth); x++ {
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cell := gameMap.Cells.At(x, y, z)
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// TODO: optimize drawing, etc
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surfaceSprite, surfaceObj := s.env.getSprite(s.env.set.SurfacePalette, cell.Surface)
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if surfaceSprite == nil {
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log.Printf("no surfaceSprite")
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continue
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}
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}
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func makeColour(cell *maps.Cell, colIdx int) pixel.RGBA {
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if surfaceSprite.Width != cellWidth {
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var scale func(float64) float64
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log.Printf("WARN: Surface sprite has wrong width: %v", surfaceSprite.Width)
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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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}
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// Different columns do better with different levels of greyscale.
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yPos := (y - int(gameMap.MinLength)) * cellHeight
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xPos := (x - int(gameMap.MinWidth)) * cellWidth
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switch colIdx {
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// Tiles should be flush to each other. Offset odd-numbered tiles up
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case 0:
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// and right to get the effect
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scale = mult(0.004)
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if y%2 == 1 {
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case 1:
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yPos -= cellHeight * 2
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scale = mult(0.1)
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xPos += (cellWidth / 2)
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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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}
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col := scale(float64(cell.At(colIdx)))
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pic := surfaceSprite.Pic
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return pixel.RGB(col, col, col)
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spr := pixel.NewSprite(pic, pic.Bounds())
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log.Printf(
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"cell(%v,%v,%v): %s %d: pix(%v,%v - %v,%v)",
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x, y, z, surfaceObj.Name, cell.Surface.Index(),
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xPos, yPos, xPos+surfaceSprite.Width, yPos+surfaceSprite.Height,
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)
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spr.Draw(pWin, pixel.IM.Moved(pixel.V(float64(xPos), float64(yPos))))
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}
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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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}
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}
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// Automatically cycle every second when auto-update is on
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func (s *state) runStep(pWin *pixelgl.Window) *state {
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if nextState.autoUpdate && time.Now().Sub(state.started) > 500*time.Millisecond {
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newState := *s
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nextState.cellIdx = nextState.cellIdx + 1
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newState.handleKeys(pWin)
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if nextState.cellIdx >= maps.CellSize {
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nextState.cellIdx = 0
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return &newState
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nextState.zIdx = nextState.zIdx + 1
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}
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}
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if nextState.zIdx >= maps.MaxHeight {
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func (s *state) handleKeys(pWin *pixelgl.Window) {
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nextState.zIdx = 0
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if pWin.Pressed(pixelgl.KeyLeft) {
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s.camPos.X -= 64
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}
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}
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nextState.started = time.Now()
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if pWin.Pressed(pixelgl.KeyRight) {
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s.camPos.X += 64
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}
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}
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if win.Pressed(pixelgl.KeyLeft) {
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if pWin.Pressed(pixelgl.KeyDown) {
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nextState.camPos.X -= 4
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s.camPos.Y -= 64
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}
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}
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|
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if win.Pressed(pixelgl.KeyRight) {
|
if pWin.Pressed(pixelgl.KeyUp) {
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nextState.camPos.X += 4
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s.camPos.Y += 64
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}
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}
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if win.Pressed(pixelgl.KeyDown) {
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for i := 1; i <= 7; i++ {
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nextState.camPos.Y -= 4
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if pWin.JustPressed(pixelgl.Key0 + pixelgl.Button(i)) {
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}
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s.zIdx = i - 1
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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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|
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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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|
|
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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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|
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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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}
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|
/* TODO: restore this
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// Show details of clicked-on cell in termal
|
// Show details of clicked-on cell in termal
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if win.JustPressed(pixelgl.MouseButtonLeft) {
|
if pWin.JustPressed(pixelgl.MouseButtonLeft) {
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vec := state.cam.Unproject(win.MousePosition())
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vec := s.cam.Unproject(pWin.MousePosition())
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x, y := vecToCell(vec)
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x, y := vecToCell(vec)
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log.Printf("%#v -> %d,%d", vec, x, y)
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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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cell := state.env.gameMap.Cells.At(x, y, state.zIdx)
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@@ -284,12 +231,8 @@ func runStep(win *pixelgl.Window, state *runState) *runState {
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)
|
)
|
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log.Printf("CellIdx%d=%d. Full cell data: %#v", state.cellIdx, cell.At(state.cellIdx), cell)
|
log.Printf("CellIdx%d=%d. Full cell data: %#v", state.cellIdx, cell.At(state.cellIdx), cell)
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
// Zoom in and out with the mouse wheel
|
// Zoom in and out with the mouse wheel
|
||||||
nextState.zoom *= math.Pow(1.2, win.MouseScroll().Y)
|
s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
|
||||||
if nextState.zoom != state.zoom {
|
|
||||||
log.Printf("zoom=%.2f", nextState.zoom)
|
|
||||||
}
|
|
||||||
|
|
||||||
return &nextState
|
|
||||||
}
|
}
|
||||||
|
295
cmd/view-minimap/main.go
Normal file
295
cmd/view-minimap/main.go
Normal file
@@ -0,0 +1,295 @@
|
|||||||
|
package main
|
||||||
|
|
||||||
|
import (
|
||||||
|
"flag"
|
||||||
|
"log"
|
||||||
|
"math"
|
||||||
|
"os"
|
||||||
|
"path/filepath"
|
||||||
|
"time"
|
||||||
|
|
||||||
|
"github.com/faiface/pixel"
|
||||||
|
"github.com/faiface/pixel/imdraw"
|
||||||
|
"github.com/faiface/pixel/pixelgl"
|
||||||
|
"golang.org/x/image/colornames"
|
||||||
|
|
||||||
|
"ur.gs/chaos-gate/internal/maps"
|
||||||
|
"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")
|
||||||
|
mapFile = flag.String("map", "", "Prefix path to a .map file, e.g. ./orig/Maps/Chapter01.MAP")
|
||||||
|
txtFile = flag.String("txt", "", "Prefix path to a .txt file, e.g. ./orig/Maps/Chapter01.txt")
|
||||||
|
)
|
||||||
|
|
||||||
|
type env struct {
|
||||||
|
gameMap *maps.GameMap
|
||||||
|
set *sets.MapSet
|
||||||
|
}
|
||||||
|
|
||||||
|
type runState struct {
|
||||||
|
env *env
|
||||||
|
|
||||||
|
autoUpdate bool
|
||||||
|
started time.Time
|
||||||
|
|
||||||
|
cam pixel.Matrix
|
||||||
|
camPos pixel.Vec
|
||||||
|
|
||||||
|
zoom float64
|
||||||
|
|
||||||
|
zIdx int
|
||||||
|
cellIdx int
|
||||||
|
}
|
||||||
|
|
||||||
|
func main() {
|
||||||
|
flag.Parse()
|
||||||
|
|
||||||
|
if *gamePath == "" || *mapFile == "" || *txtFile == "" {
|
||||||
|
flag.Usage()
|
||||||
|
os.Exit(1)
|
||||||
|
}
|
||||||
|
|
||||||
|
gameMap, err := maps.LoadGameMapByFiles(*mapFile, *txtFile)
|
||||||
|
if err != nil {
|
||||||
|
log.Fatalf("Couldn't load map file: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
setFile := filepath.Join(*gamePath, "Sets", gameMap.MapSetFilename())
|
||||||
|
log.Println(setFile)
|
||||||
|
mapSet, err := sets.LoadSet(setFile)
|
||||||
|
if err != nil {
|
||||||
|
log.Fatalf("Couldn't load set file %s: %v", setFile, err)
|
||||||
|
}
|
||||||
|
|
||||||
|
env := &env{gameMap: gameMap, set: mapSet}
|
||||||
|
|
||||||
|
// The main thread now belongs to pixelgl
|
||||||
|
pixelgl.Run(env.run)
|
||||||
|
}
|
||||||
|
|
||||||
|
func (e *env) run() {
|
||||||
|
win, err := ui.NewWindow("View Map " + *mapFile)
|
||||||
|
if err != nil {
|
||||||
|
log.Fatal("Couldn't create window: %v", err)
|
||||||
|
}
|
||||||
|
|
||||||
|
pWin := win.PixelWindow
|
||||||
|
state := &runState{
|
||||||
|
env: e,
|
||||||
|
autoUpdate: true,
|
||||||
|
camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
|
||||||
|
zoom: 8.0,
|
||||||
|
}
|
||||||
|
|
||||||
|
win.Run(func() {
|
||||||
|
oldState := *state
|
||||||
|
state = runStep(pWin, state)
|
||||||
|
|
||||||
|
if oldState != *state {
|
||||||
|
log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
|
||||||
|
present(pWin, state)
|
||||||
|
}
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
// Converts pixel coordinates to cell coordinates
|
||||||
|
func vecToCell(vec pixel.Vec) (int, int) {
|
||||||
|
x := int(vec.X)
|
||||||
|
y := int(vec.Y)
|
||||||
|
|
||||||
|
if x < 0 {
|
||||||
|
x = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
if x > maps.MaxWidth-1 {
|
||||||
|
x = maps.MaxWidth - 1
|
||||||
|
}
|
||||||
|
|
||||||
|
if y < 0 {
|
||||||
|
y = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
if y > maps.MaxLength-1 {
|
||||||
|
y = maps.MaxLength - 1
|
||||||
|
}
|
||||||
|
|
||||||
|
return x, y
|
||||||
|
}
|
||||||
|
|
||||||
|
func cellToVec(x, y int) pixel.Rect {
|
||||||
|
min := pixel.Vec{X: float64(x), Y: float64(y)}
|
||||||
|
max := pixel.Vec{X: min.X + 1, Y: min.Y + 1}
|
||||||
|
return pixel.Rect{Min: min, Max: max}
|
||||||
|
}
|
||||||
|
|
||||||
|
func present(win *pixelgl.Window, state *runState) {
|
||||||
|
gameMap := state.env.gameMap
|
||||||
|
imd := imdraw.New(nil)
|
||||||
|
|
||||||
|
for y := gameMap.MinLength; y < gameMap.MaxLength; y++ {
|
||||||
|
for x := gameMap.MinWidth; x < gameMap.MaxWidth; x++ {
|
||||||
|
rect := cellToVec(int(x), int(y))
|
||||||
|
cell := gameMap.Cells.At(int(x), int(y), int(state.zIdx))
|
||||||
|
|
||||||
|
// TODO: represent the state of the cell *sensibly*, using colour.
|
||||||
|
// Need to understand the contents better first, so for now optimize
|
||||||
|
// for exploration
|
||||||
|
imd.Color = makeColour(&cell, state.cellIdx)
|
||||||
|
imd.Push(rect.Min, rect.Max)
|
||||||
|
imd.Rectangle(0.0)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw the boundary
|
||||||
|
rect := pixel.R(
|
||||||
|
float64(gameMap.MinWidth)-0.5, float64(gameMap.MinLength)-0.5,
|
||||||
|
float64(gameMap.MaxWidth)+0.5, float64(gameMap.MaxLength)+0.5,
|
||||||
|
)
|
||||||
|
|
||||||
|
imd.Color = pixel.RGB(255, 0, 0)
|
||||||
|
imd.EndShape = imdraw.SharpEndShape
|
||||||
|
imd.Push(rect.Min, rect.Max)
|
||||||
|
imd.Rectangle(1.0)
|
||||||
|
|
||||||
|
center := win.Bounds().Center()
|
||||||
|
|
||||||
|
cam := pixel.IM
|
||||||
|
cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
|
||||||
|
cam = cam.Scaled(pixel.ZV, state.zoom) // apply current zoom factor
|
||||||
|
cam = cam.Moved(center.Sub(state.camPos)) // Make it central
|
||||||
|
cam = cam.Rotated(center.Sub(state.camPos), -0.785) // Apply isometric angle
|
||||||
|
state.cam = cam
|
||||||
|
|
||||||
|
win.SetMatrix(state.cam)
|
||||||
|
win.Clear(colornames.Black)
|
||||||
|
imd.Draw(win)
|
||||||
|
}
|
||||||
|
|
||||||
|
func makeColour(cell *maps.Cell, colIdx int) pixel.RGBA {
|
||||||
|
var scale func(float64) float64
|
||||||
|
|
||||||
|
mult := func(factor float64) func(float64) float64 {
|
||||||
|
return func(in float64) float64 { return in * factor }
|
||||||
|
}
|
||||||
|
|
||||||
|
// Different columns do better with different levels of greyscale.
|
||||||
|
|
||||||
|
switch colIdx {
|
||||||
|
case 0:
|
||||||
|
scale = mult(0.004)
|
||||||
|
case 1:
|
||||||
|
scale = mult(0.1)
|
||||||
|
case 2:
|
||||||
|
scale = mult(1.0)
|
||||||
|
case 3:
|
||||||
|
scale = mult(0.1)
|
||||||
|
case 4:
|
||||||
|
scale = func(in float64) float64 { return mult(0.01)(in - 100) }
|
||||||
|
case 10:
|
||||||
|
scale = func(in float64) float64 { return mult(0.01)(in - 100) }
|
||||||
|
case 12:
|
||||||
|
scale = mult(0.004)
|
||||||
|
case 13:
|
||||||
|
scale = mult(0.004)
|
||||||
|
case 14:
|
||||||
|
scale = mult(0.004)
|
||||||
|
case 15:
|
||||||
|
scale = mult(1.0)
|
||||||
|
default:
|
||||||
|
scale = mult(0.01) // close to maximum resolution, low-value fields will be lost
|
||||||
|
}
|
||||||
|
|
||||||
|
col := scale(float64(cell.At(colIdx)))
|
||||||
|
return pixel.RGB(col, col, col)
|
||||||
|
}
|
||||||
|
|
||||||
|
func runStep(win *pixelgl.Window, state *runState) *runState {
|
||||||
|
nextState := *state
|
||||||
|
|
||||||
|
// Enable / disable auto-update with the enter key
|
||||||
|
if win.JustPressed(pixelgl.KeyEnter) {
|
||||||
|
nextState.autoUpdate = !state.autoUpdate
|
||||||
|
log.Printf("autoUpdate=%v", nextState.autoUpdate)
|
||||||
|
|
||||||
|
if nextState.autoUpdate {
|
||||||
|
nextState.started = time.Now()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Automatically cycle every second when auto-update is on
|
||||||
|
if nextState.autoUpdate && time.Now().Sub(state.started) > 500*time.Millisecond {
|
||||||
|
nextState.cellIdx = nextState.cellIdx + 1
|
||||||
|
if nextState.cellIdx >= maps.CellSize {
|
||||||
|
nextState.cellIdx = 0
|
||||||
|
nextState.zIdx = nextState.zIdx + 1
|
||||||
|
}
|
||||||
|
|
||||||
|
if nextState.zIdx >= maps.MaxHeight {
|
||||||
|
nextState.zIdx = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
nextState.started = time.Now()
|
||||||
|
}
|
||||||
|
|
||||||
|
if win.Pressed(pixelgl.KeyLeft) {
|
||||||
|
nextState.camPos.X -= 4
|
||||||
|
}
|
||||||
|
|
||||||
|
if win.Pressed(pixelgl.KeyRight) {
|
||||||
|
nextState.camPos.X += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
if win.Pressed(pixelgl.KeyDown) {
|
||||||
|
nextState.camPos.Y -= 4
|
||||||
|
}
|
||||||
|
|
||||||
|
if win.Pressed(pixelgl.KeyUp) {
|
||||||
|
nextState.camPos.Y += 4
|
||||||
|
}
|
||||||
|
|
||||||
|
for i := 0; i <= 6; i++ {
|
||||||
|
if win.JustPressed(pixelgl.Key1 + pixelgl.Button(i)) {
|
||||||
|
nextState.zIdx = i
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Decrease the cell index
|
||||||
|
if win.JustPressed(pixelgl.KeyMinus) {
|
||||||
|
if nextState.cellIdx > 0 {
|
||||||
|
nextState.cellIdx -= 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Increase the cell index
|
||||||
|
if win.JustPressed(pixelgl.KeyEqual) {
|
||||||
|
if nextState.cellIdx < maps.CellSize-1 {
|
||||||
|
nextState.cellIdx += 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Show details of clicked-on cell in termal
|
||||||
|
if win.JustPressed(pixelgl.MouseButtonLeft) {
|
||||||
|
vec := state.cam.Unproject(win.MousePosition())
|
||||||
|
x, y := vecToCell(vec)
|
||||||
|
log.Printf("%#v -> %d,%d", vec, x, y)
|
||||||
|
cell := state.env.gameMap.Cells.At(x, y, state.zIdx)
|
||||||
|
log.Printf(
|
||||||
|
"x=%d y=%d z=%d SurfaceTile=%d (%s) SurfaceFrame=%d SquadRelated=%d",
|
||||||
|
x, y, state.zIdx,
|
||||||
|
cell.Surface.Index(), state.env.set.SurfacePalette[int(cell.Surface.Index())], cell.Surface.Frame(),
|
||||||
|
cell.SquadRelated,
|
||||||
|
)
|
||||||
|
log.Printf("CellIdx%d=%d. Full cell data: %#v", state.cellIdx, cell.At(state.cellIdx), cell)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Zoom in and out with the mouse wheel
|
||||||
|
nextState.zoom *= math.Pow(1.2, win.MouseScroll().Y)
|
||||||
|
if nextState.zoom != state.zoom {
|
||||||
|
log.Printf("zoom=%.2f", nextState.zoom)
|
||||||
|
}
|
||||||
|
|
||||||
|
return &nextState
|
||||||
|
}
|
@@ -100,10 +100,10 @@ func (e *env) run() {
|
|||||||
state.spriteIdx,
|
state.spriteIdx,
|
||||||
state.zoom,
|
state.zoom,
|
||||||
)
|
)
|
||||||
state.step += 1
|
|
||||||
|
|
||||||
state.present(pWin)
|
state.present(pWin)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
state.step += 1
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -43,6 +43,8 @@ func ConvertObject(rawObj *data.Object, name string) *Object {
|
|||||||
return out
|
return out
|
||||||
}
|
}
|
||||||
|
|
||||||
|
var transparent = color.RGBA{0, 0, 0, 0}
|
||||||
|
|
||||||
// WIP. Try to convert the pixeldata into a picture.
|
// WIP. Try to convert the pixeldata into a picture.
|
||||||
func spriteToPic(sprite *data.Sprite) *pixel.PictureData {
|
func spriteToPic(sprite *data.Sprite) *pixel.PictureData {
|
||||||
pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
|
pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
|
||||||
@@ -77,9 +79,14 @@ func spriteToPic(sprite *data.Sprite) *pixel.PictureData {
|
|||||||
|
|
||||||
// Ignore the record separator
|
// Ignore the record separator
|
||||||
rowData = rowData[0 : len(rowData)-1]
|
rowData = rowData[0 : len(rowData)-1]
|
||||||
|
|
||||||
leftPad := (int(sprite.Width) - len(rowData)) / 2
|
leftPad := (int(sprite.Width) - len(rowData)) / 2
|
||||||
|
|
||||||
|
// Set all bytes to be transparent by default
|
||||||
|
for allX := 0; allX < int(sprite.Width); allX++ {
|
||||||
|
idx := pic.Index(pixel.V(float64(allX), float64(y)))
|
||||||
|
pic.Pix[idx] = transparent
|
||||||
|
}
|
||||||
|
|
||||||
for x, b := range rowData {
|
for x, b := range rowData {
|
||||||
idx := pic.Index(pixel.V(float64(leftPad+x), float64(y)))
|
idx := pic.Index(pixel.V(float64(leftPad+x), float64(y)))
|
||||||
r, g, b, a := data.ColorPalette[int(b)].RGBA()
|
r, g, b, a := data.ColorPalette[int(b)].RGBA()
|
||||||
|
Reference in New Issue
Block a user