Files
ordoor/cmd/view-map/main.go
Nick Thomas bfe9fbdf7d Start work on menu interactivity.
With this commit, we get a ui.Interface and ui.Widget type. The
interface monitors hover and mouse click state and tells the widgets
about them; the widgets execute code specified by the application when
events occur.

Next step: have wh40k load the main menu and play sound, etc.
2020-03-22 02:58:52 +00:00

242 lines
5.2 KiB
Go

package main
import (
"flag"
"image"
"log"
"math"
"os"
"sort"
"github.com/hajimehoshi/ebiten"
"code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
gameMap = flag.String("map", "", "Name of a map, e.g., Chapter01")
)
type env struct {
assets *assetstore.AssetStore
area *assetstore.Map
step int
state state
lastState state
}
type state struct {
zoom float64
origin image.Point
zIdx int
}
func main() {
flag.Parse()
if *gamePath == "" || *gameMap == "" {
flag.Usage()
os.Exit(1)
}
assets, err := assetstore.New(*gamePath)
if err != nil {
log.Fatalf("Failed to scan root directory %v: %v", *gamePath, err)
}
area, err := assets.Map(*gameMap)
if err != nil {
log.Fatalf("Failed to load map %v: %v", *gameMap, err)
}
// Eager load sprites
if err := area.LoadSprites(); err != nil {
log.Fatal("Eager-loading sprites failed: %v", err)
}
state := state{
zoom: 1.0,
origin: image.Point{0, 3000}, // FIXME: haxxx
zIdx: 1,
}
env := &env{
area: area,
assets: assets,
state: state,
lastState: state,
}
win, err := ui.NewWindow(env, "View Map "+*gameMap)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
// TODO: click to view cell data
win.OnKeyUp(ebiten.KeyLeft, env.changeOrigin(-64, +0))
win.OnKeyUp(ebiten.KeyRight, env.changeOrigin(+64, +0))
win.OnKeyUp(ebiten.KeyUp, env.changeOrigin(+0, -64))
win.OnKeyUp(ebiten.KeyDown, env.changeOrigin(+0, +64))
win.OnMouseWheel(env.changeZoom)
for i := 0; i < 6; i++ {
win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i+1))
}
if err := win.Run(); err != nil {
log.Fatal(err)
}
}
func (e *env) Update(screenX, screenY int) error {
if e.step == 0 || e.lastState != e.state {
log.Printf("zoom=%.2f zIdx=%v camPos=%#v", e.state.zoom, e.state.zIdx, e.state.origin)
}
e.lastState = e.state
e.step += 1
return nil
}
func (e *env) Draw(screen *ebiten.Image) error {
// Bounds clipping
// http://www.java-gaming.org/index.php?topic=24922.0
// https://stackoverflow.com/questions/892811/drawing-isometric-game-worlds
// https://gamedev.stackexchange.com/questions/25896/how-do-i-find-which-isometric-tiles-are-inside-the-cameras-current-view
sw, sh := screen.Size()
topLeft := pixToCell(e.state.origin)
topLeft.X -= 5 // Ensure we paint to every visible section of the screeen.
topLeft.X -= 5 // FIXME: haxxx
bottomRight := pixToCell(image.Pt(e.state.origin.X+sw, e.state.origin.Y+sh))
bottomRight.X += 5
bottomRight.Y += 5
// X+Y is constant for all tiles in a column
// X-Y is constant for all tiles in a row
// However, the drawing order is odd unless we reorder explicitly.
toDraw := []image.Point{}
for a := topLeft.X + topLeft.Y; a <= bottomRight.X+bottomRight.Y; a++ {
for b := topLeft.X - topLeft.Y; b <= bottomRight.X-bottomRight.Y; b++ {
if b&1 != a&1 {
continue
}
pt := image.Pt((a+b)/2, (a-b)/2)
if !pt.In(e.area.Rect) {
continue
}
toDraw = append(toDraw, pt)
}
}
sort.Slice(toDraw, func(i, j int) bool {
iPix := cellToPix(toDraw[i])
jPix := cellToPix(toDraw[j])
if iPix.Y < jPix.Y {
return true
}
if iPix.Y == jPix.Y {
return iPix.X < jPix.X
}
return false
})
counter := map[string]int{}
for _, pt := range toDraw {
for z := 0; z <= e.state.zIdx; z++ {
if err := e.renderCell(pt.X, pt.Y, z, screen, counter); err != nil {
return err
}
}
}
//log.Printf("%#+v", counter)
return nil
}
func (e *env) renderCell(x, y, z int, screen *ebiten.Image, counter map[string]int) error {
sprites, err := e.area.SpritesForCell(x, y, z)
if err != nil {
return err
}
iso := ebiten.GeoM{}
iso.Translate(-float64(e.state.origin.X), -float64(e.state.origin.Y))
pix := cellToPix(image.Pt(x, y))
iso.Translate(float64(pix.X), float64(pix.Y))
// Taking the Z index away *seems* to draw the object in the correct place.
// FIXME: There are some artifacts, investigate more
iso.Translate(0.0, -float64(z*48.0)) // offset for Z index
// TODO: iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
for _, spr := range sprites {
// if _, ok := counter[spr.ID]; !ok {
// counter[spr.ID] = 0
// }
// counter[spr.ID] = counter[spr.ID] + 1
iso.Translate(float64(spr.XOffset), float64(spr.YOffset))
if err := screen.DrawImage(spr.Image, &ebiten.DrawImageOptions{GeoM: iso}); err != nil {
return err
}
iso.Translate(float64(-spr.XOffset), float64(-spr.YOffset))
}
return nil
}
func (e *env) changeOrigin(byX, byY int) func() {
return func() {
e.state.origin.X += byX
e.state.origin.Y += byY
}
}
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) setZIdx(to int) func() {
return func() {
e.state.zIdx = to
}
}
const (
cellWidth = 64
cellHeight = 64
)
// Doesn't take the camera or Z level into account
func cellToPix(pt image.Point) image.Point {
return image.Pt(
(pt.X-pt.Y)*cellWidth,
(pt.X+pt.Y)*cellHeight/2,
)
}
// Doesn't take the camera or Z level into account
func pixToCell(pt image.Point) image.Point {
return image.Pt(
pt.Y/cellHeight+pt.X/(cellWidth*2),
pt.Y/cellHeight-pt.X/(cellWidth*2),
)
}