ebiten: Convert view-minimap

This commit is contained in:
2019-12-29 19:44:36 +00:00
parent 1403580167
commit 32b722ae88

View File

@@ -2,16 +2,15 @@ package main
import (
"flag"
"image"
"image/color"
"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"
"github.com/hajimehoshi/ebiten"
"ur.gs/ordoor/internal/maps"
"ur.gs/ordoor/internal/sets"
@@ -27,16 +26,18 @@ var (
type env struct {
gameMap *maps.GameMap
set *sets.MapSet
state state
lastState state
step int
}
type runState struct {
env *env
type state struct {
autoUpdate bool
started time.Time
cam pixel.Matrix
camPos pixel.Vec
origin image.Point
zoom float64
@@ -64,41 +65,141 @@ func main() {
log.Fatalf("Couldn't load set file %s: %v", setFile, err)
}
env := &env{gameMap: gameMap, set: mapSet}
state := state{
autoUpdate: true,
zoom: 8.0,
}
env := &env{gameMap: gameMap, set: mapSet, state: state, lastState: state}
// 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.OnKeyUp(ebiten.KeyEnter, env.toggleAutoUpdate)
win.OnKeyUp(ebiten.KeyLeft, env.changeOrigin(+4, +0))
win.OnKeyUp(ebiten.KeyRight, env.changeOrigin(-4, +0))
win.OnKeyUp(ebiten.KeyUp, env.changeOrigin(+0, +4))
win.OnKeyUp(ebiten.KeyDown, env.changeOrigin(+0, -4))
win.OnKeyUp(ebiten.KeyMinus, env.changeCellIdx(-1))
win.OnKeyUp(ebiten.KeyEqual, env.changeCellIdx(+1))
for i := 0; i <= 6; i++ {
win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i))
}
win.Run(func() {
oldState := *state
state = runStep(pWin, state)
win.OnMouseWheel(env.changeZoom)
if oldState != *state {
log.Printf("z=%d cellIdx=%d", state.zIdx, state.cellIdx)
present(pWin, state)
if err := win.Run(env.Update, env.Draw); err != nil {
log.Fatal(err)
}
}
func (e *env) setZIdx(to int) func() {
return func() {
e.state.zIdx = to
}
}
// Enable / disable auto-update
func (e *env) toggleAutoUpdate() {
e.state.autoUpdate = !e.state.autoUpdate
if e.state.autoUpdate {
e.state.started = time.Now()
}
}
func (e *env) changeOrigin(byX, byY int) func() {
return func() {
e.state.origin.X += byX
e.state.origin.Y += byY
}
}
func (e *env) changeCellIdx(by int) func() {
return func() {
e.state.cellIdx += by
if e.state.cellIdx < 0 {
e.state.cellIdx = 0
}
})
if e.state.cellIdx > maps.CellSize-1 {
e.state.cellIdx = maps.CellSize - 1
}
}
}
func (e *env) changeZoom(_, y float64) {
// Zoom in and out with the mouse wheel
e.state.zoom *= math.Pow(1.2, y)
}
func (e *env) Update() error {
// TODO: show details of clicked-on cell in terminal
// Automatically cycle every 500ms when auto-update is on
if e.state.autoUpdate && time.Now().Sub(e.state.started) > 500*time.Millisecond {
e.state.cellIdx += 1
// bounds checking
if e.state.cellIdx >= maps.CellSize {
e.state.cellIdx = 0
e.state.zIdx += 1
}
if e.state.zIdx >= maps.MaxHeight {
e.state.zIdx = 0
}
e.state.started = time.Now()
}
if e.step == 0 || e.lastState != e.state {
log.Printf("z=%d cellIdx=%d origin=%#v", e.state.zIdx, e.state.cellIdx, e.state.origin)
}
e.step += 1
e.lastState = e.state
return nil
}
func (e *env) Draw(screen *ebiten.Image) error {
gameMap := e.gameMap
imd, err := ebiten.NewImage(
int(gameMap.MaxWidth),
int(gameMap.MaxLength),
ebiten.FilterDefault,
)
if err != nil {
return err
}
for y := int(gameMap.MinLength); y < int(gameMap.MaxLength); y++ {
for x := int(gameMap.MinWidth); x < int(gameMap.MaxWidth); x++ {
cell := gameMap.Cells.At(x, y, int(e.state.zIdx))
imd.Set(x, y, makeColour(&cell, e.state.cellIdx))
}
}
// TODO: draw a boundary around the minimap
cam := ebiten.GeoM{}
cam.Translate(float64(e.state.origin.X), float64(e.state.origin.Y)) // Move to origin
cam.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
cam.Rotate(0.785) // Apply isometric angle
return screen.DrawImage(imd, &ebiten.DrawImageOptions{GeoM: cam})
}
// Converts pixel coordinates to cell coordinates
func vecToCell(vec pixel.Vec) (int, int) {
x := int(vec.X)
y := int(vec.Y)
func vecToCell(p image.Point) (int, int) {
x := int(p.X)
y := int(p.Y)
if x < 0 {
x = 0
@@ -119,56 +220,13 @@ func vecToCell(vec pixel.Vec) (int, int) {
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 cellToVec(x, y int) image.Rectangle {
min := image.Point{X: x, Y: y}
max := image.Point{X: min.X + 1, Y: min.Y + 1}
return image.Rect(min.X, min.Y, max.X, max.Y)
}
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 {
func makeColour(cell *maps.Cell, colIdx int) color.RGBA {
var scale func(float64) float64
mult := func(factor float64) func(float64) float64 {
@@ -176,6 +234,7 @@ func makeColour(cell *maps.Cell, colIdx int) pixel.RGBA {
}
// Different columns do better with different levels of greyscale.
// FIXME: this may not be translated correctly from pixel
switch colIdx {
case 0:
@@ -202,94 +261,6 @@ func makeColour(cell *maps.Cell, colIdx int) pixel.RGBA {
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) SurfaceSprite=%d SquadRelated=%d",
x, y, state.zIdx,
cell.Surface.Index(), state.env.set.SurfacePalette[int(cell.Surface.Index())], cell.Surface.Sprite(),
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
col := uint8(scale(float64(cell.At(colIdx))))
return color.RGBA{col, col, col, 255}
}