Formalise a bit in each cell as an "IsActive()" bit
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@@ -2,6 +2,7 @@ package main
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import (
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"flag"
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"fmt"
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"log"
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"math"
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"os"
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@@ -112,26 +113,28 @@ func (e *env) run() {
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})
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}
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func (e *env) getSprite(palette []string, ref maps.ObjRef) *conv.Sprite {
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func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error) {
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// There seems to be an active bit that hides many sins
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if !ref.IsActive() {
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return nil, nil
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}
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if ref.Index() >= len(palette) {
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log.Printf("Palette too small: %v requested", ref.Index())
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return nil
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return nil, fmt.Errorf("Palette too small: %v requested", ref.Index())
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}
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name := palette[ref.Index()]
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obj := e.objects[name]
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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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return nil
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return nil, fmt.Errorf("Failed to find surface sprite %#v -> %q", ref, name)
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}
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if ref.Frame() >= len(obj.Sprites) {
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log.Printf("Out-of-index sprite %v requested for %v", ref.Frame(), name)
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return nil
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if ref.Sprite() >= len(obj.Sprites) {
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return nil, fmt.Errorf("Out-of-index sprite %v requested for %v", ref.Sprite(), name)
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}
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return &obj.Sprites[ref.Frame()]
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return &obj.Sprites[ref.Sprite()], nil
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}
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// TODO: build all the sprites in the set into a single spritesheet so we can
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@@ -171,14 +174,29 @@ func (s *state) renderCell(x, y, z int, pWin *pixelgl.Window) {
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cell := s.env.gameMap.Cells.At(x, y, z)
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sprites = append(sprites, s.env.getSprite(s.env.set.Palette, cell.Surface))
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Surface); err != nil {
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log.Printf("%v %v %v surface: %v", x, y, z, err)
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} else {
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sprites = append(sprites, spr)
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}
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sprites = append(
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sprites,
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s.env.getSprite(s.env.set.Palette, cell.Center),
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s.env.getSprite(s.env.set.Palette, cell.Left),
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s.env.getSprite(s.env.set.Palette, cell.Right),
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)
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Center); err != nil {
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log.Printf("%v %v %v center: %v", x, y, z, err)
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} else {
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sprites = append(sprites, spr)
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}
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Left); err != nil {
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log.Printf("%v %v %v left: %v", x, y, z, err)
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} else {
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sprites = append(sprites, spr)
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}
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if spr, err := s.env.getSprite(s.env.set.Palette, cell.Right); err != nil {
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log.Printf("%v %v %v right: %v", x, y, z, err)
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} else {
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sprites = append(sprites, spr)
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}
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// Taking the Z index away *seems* to draw the object in the correct place.
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// FIXME: There are some artifacts, investigate more
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@@ -227,11 +245,14 @@ func (s *state) handleKeys(pWin *pixelgl.Window) {
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// FIXME: this suggests we should pass the next state into here and
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// modify it instead
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if pWin.JustPressed(pixelgl.MouseButton1) {
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cell := s.pixToCell(s.cam.Unproject(pWin.MousePosition()))
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if s.zIdx != 0 {
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log.Printf("WARNING: z-index not yet taken into account")
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}
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log.Printf("X=%v Y=%v, zIdx=%v", cell.X, cell.Y, s.zIdx)
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pos := s.pixToCell(s.cam.Unproject(pWin.MousePosition()))
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cell := s.env.gameMap.Cells.At(int(pos.X), int(pos.Y), s.zIdx)
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log.Printf("X=%v Y=%v, zIdx=%v", pos.X, pos.Y, s.zIdx)
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log.Printf("Cell=%#v", cell)
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}
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if pWin.Pressed(pixelgl.KeyLeft) {
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