Some more map progress
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@@ -5,6 +5,7 @@ import (
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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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@@ -13,6 +14,7 @@ import (
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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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)
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var (
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@@ -24,6 +26,26 @@ var (
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winY = flag.Int("win-y", 1024, "height of the view-map window")
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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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@@ -37,23 +59,21 @@ func main() {
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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(func() { run(gameMap) })
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pixelgl.Run(func() { run(env) })
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}
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type runState struct {
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redraw bool
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started time.Time
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autoUpdate bool
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gameMap *maps.GameMap
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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 run(gameMap *maps.GameMap) {
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func run(env *env) {
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// WARE! 0,0 is the *bottom left* of the window
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cfg := pixelgl.WindowConfig{
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Title: "View Map " + *mapFile,
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Bounds: pixel.R(0, 0, float64(*winX), float64(*winY)),
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@@ -66,74 +86,141 @@ func run(gameMap *maps.GameMap) {
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}
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state := &runState{
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redraw: true,
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started: time.Now(),
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env: env,
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autoUpdate: true,
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gameMap: gameMap,
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zoom: 1.0,
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camPos: pixel.V(0, float64(-*winY)),
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zoom: 8.0,
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}
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for !win.Closed() {
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if state.redraw {
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log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
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presentFull(win, state)
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}
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oldState := *state
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state = runStep(win, 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(win, state)
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}
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win.Update()
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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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// TODO: cut this down to showing just the viewport?
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// The naive approach using gameMap.Width() / Height() cuts half the map off :/
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func presentFull(win *pixelgl.Window, state *runState) {
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gameMap := state.gameMap
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center := win.Bounds().Center()
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sz := win.Bounds().Size()
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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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// Rotate everything 45' anticlockwise to get an isometric view with the
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// lowest coordinates at the (now) top corner
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imd.SetMatrix(pixel.IM.Rotated(center, -math.Pi/4))
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xPerCell := sz.X / float64(maps.MaxWidth)
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yPerCell := sz.Y / float64(maps.MaxLength)
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for y := 0; y < maps.MaxLength; y++ {
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for x := 0; x < maps.MaxWidth; x++ {
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min := pixel.Vec{X: float64(x) * xPerCell, Y: float64(y) * yPerCell}
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max := pixel.Vec{X: min.X + xPerCell, Y: min.Y + yPerCell}
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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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//
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// CellIndex=3 shows walls & elevation changes
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imd.Color = makeColour(cell, state.cellIdx)
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imd.Push(min, max)
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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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cam := pixel.IM.Scaled(center, state.zoom)
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win.SetMatrix(cam)
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// Draw the boundary
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rect := pixel.R(
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float64(gameMap.MinWidth)-1, float64(gameMap.MinLength)-1,
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float64(gameMap.MaxWidth)+1, float64(gameMap.MaxLength)+1,
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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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return pixel.RGB(
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float64(cell[colIdx]),
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float64(cell[colIdx]),
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float64(cell[colIdx]),
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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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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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nextState.redraw = false
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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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@@ -146,8 +233,7 @@ func runStep(win *pixelgl.Window, state *runState) *runState {
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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(nextState.started) > time.Second {
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nextState.redraw = true
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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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@@ -161,47 +247,61 @@ func runStep(win *pixelgl.Window, state *runState) *runState {
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nextState.started = time.Now()
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}
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if win.JustPressed(pixelgl.KeyDown) {
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if nextState.zIdx <= 0 {
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log.Printf("z index is already at minimum")
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} else {
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nextState.redraw = true
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nextState.zIdx = nextState.zIdx - 1
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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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if win.JustPressed(pixelgl.KeyUp) {
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if nextState.zIdx >= maps.MaxHeight-1 {
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log.Printf("z index is already at maximum")
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} else {
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nextState.redraw = true
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nextState.zIdx = nextState.zIdx + 1
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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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if win.JustPressed(pixelgl.KeyLeft) {
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if nextState.cellIdx <= 0 {
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log.Printf("cell index is already at minimum")
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} else {
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nextState.redraw = true
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nextState.cellIdx = nextState.cellIdx - 1
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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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if win.JustPressed(pixelgl.KeyRight) {
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if nextState.cellIdx >= maps.CellSize-1 {
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log.Printf("cell index is already at maximum")
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} else {
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nextState.redraw = true
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nextState.cellIdx = nextState.cellIdx + 1
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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 Object0SurfaceArea=%d Object3CenterArea=%d (%s) SquadRelated=%d",
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x, y, state.zIdx,
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cell.Object0SurfaceArea, cell.Object3CenterArea, state.env.set.Palette[int(cell.Object3CenterArea)],
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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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nextState.redraw = true
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}
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return &nextState
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