Formalise a bit in each cell as an "IsActive()" bit

This commit is contained in:
2018-03-28 01:00:55 +01:00
parent b6dcfafb6d
commit b653c11606
4 changed files with 70 additions and 38 deletions

View File

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