Files
ordoor/internal/conv/object.go

99 lines
2.5 KiB
Go

package conv
import (
"bytes"
"image/color"
"log"
"github.com/faiface/pixel"
"ur.gs/chaos-gate/internal/data"
)
// Important conversions:
//
// * Width & height now stored using int
// * Colour data is now 32-bit rather than using a palette
type Sprite struct {
Width int
Height int
Pic *pixel.PictureData
}
type Object struct {
Name string
Sprites []Sprite
}
func ConvertObject(rawObj *data.Object, name string) *Object {
out := &Object{
Name: name,
Sprites: make([]Sprite, len(rawObj.Sprites)),
}
for i, rawSpr := range rawObj.Sprites {
out.Sprites[i] = Sprite{
Width: int(rawSpr.Width),
Height: int(rawSpr.Height),
Pic: spriteToPic(rawSpr),
}
}
return out
}
var transparent = color.RGBA{0, 0, 0, 0}
// WIP. Try to convert the pixeldata into a picture.
func spriteToPic(sprite *data.Sprite) *pixel.PictureData {
pic := pixel.MakePictureData(pixel.R(float64(0), float64(0), float64(sprite.Width), float64(sprite.Height)))
buf := bytes.NewBuffer(sprite.PixelData)
// The pixeldata seems to be formed of Y null-terminated records, with
// varying numbers of bytes in each row. Probably [type, *data] but ignore
// type for now.
//
// Theory: perhaps the data in each X is centered around the origin?
for y := 0; y < int(sprite.Height); y++ {
insn := buf.Next(1)[0] // Take the instruction byte, if that's what it is
switch insn {
case 0:
log.Printf("Reached the end of the sprite at y=%v (height=%v)", y, sprite.Height)
case 1, 0x80:
// Ignore these, as we know they exist and the logic below seems to handle them
// Although I suspect 0x80 means "centered run of bytes" while 0x1
// means "left-aligned run of bytes", since all 0x1 rows seem to be
// for 1x1 images, it makes no practical difference
default:
log.Printf("Record of unknown type %v", insn)
}
rowData, err := buf.ReadBytes(0)
if err != nil {
log.Printf("Error at y=%d: %v", y, err)
continue
}
// Ignore the record separator
rowData = rowData[0 : len(rowData)-1]
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 {
idx := pic.Index(pixel.V(float64(leftPad+x), float64(y)))
r, g, b, a := data.ColorPalette[int(b)].RGBA()
pic.Pix[idx] = color.RGBA{uint8(r), uint8(g), uint8(b), uint8(a)}
}
}
return pic
}