209 lines
4.9 KiB
Go
209 lines
4.9 KiB
Go
package main
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import (
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"flag"
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"log"
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"math"
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"os"
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"time"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/imdraw"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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"ur.gs/chaos-gate/internal/maps"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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mapFile = flag.String("map", "", "Prefix path to a .map file, e.g. ./orig/Maps/Chapter01.MAP")
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txtFile = flag.String("txt", "", "Prefix path to a .txt file, e.g. ./orig/Maps/Chapter01.txt")
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winX = flag.Int("win-x", 1280, "width of the view-map window")
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winY = flag.Int("win-y", 1024, "height of the view-map window")
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)
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func main() {
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flag.Parse()
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if *gamePath == "" || *mapFile == "" || *txtFile == "" {
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flag.Usage()
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os.Exit(1)
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}
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gameMap, err := maps.LoadGameMapByFiles(*mapFile, *txtFile)
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if err != nil {
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log.Fatalf("Couldn't load map file: %v", err)
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}
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// The main thread now belongs to pixelgl
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pixelgl.Run(func() { run(gameMap) })
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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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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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VSync: true,
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}
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win, err := pixelgl.NewWindow(cfg)
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if err != nil {
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log.Fatal("Couldn't create window: %v", err)
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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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autoUpdate: true,
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gameMap: gameMap,
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zoom: 1.0,
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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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state = runStep(win, state)
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win.Update()
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}
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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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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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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.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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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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}
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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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nextState.autoUpdate = !state.autoUpdate
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log.Printf("autoUpdate=%v", nextState.autoUpdate)
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if nextState.autoUpdate {
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nextState.started = time.Now()
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}
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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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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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nextState.zIdx = nextState.zIdx + 1
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}
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if nextState.zIdx >= maps.MaxHeight {
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nextState.zIdx = 0
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}
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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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}
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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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}
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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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}
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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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}
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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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}
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