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- package tile
- // import "fmt"
- // import "log"
- import "gitlab.com/beoran/al5go/al"
- // import "gitlab.com/beoran/ebsgo/engine/geometry/point"
- import "gitlab.com/beoran/ebsgo/engine/physics"
- // import "gitlab.com/beoran/ebsgo/engine/fifi"
- /** A tile map is a tile based map, roughly equivalent to a
- * "level" that uses tiled panes for it's display.
- */
- type Map struct {
- Background *al.Bitmap
- Panes []*Pane
- Sets []*Set
- GridW int
- GridH int
- }
- const (
- TEXTURE_TILE = "tile"
- TEXTURE_PLAYER = "play"
- TEXTURE_GEAR = "gear"
- TEXTURE_WEAPON = "arms"
- TEXTURE_FOE = "foes"
- TEXTURE_ITEM = "item"
- )
- /** Initializes a tile map */
- func (tm * Map) Init(tw, th int) {
- tm.GridW = tw
- tm.GridH = th
- tm.Panes = nil
- }
- func NewMap(tw, th int) * Map{
- tm := &Map{}
- tm.Init(tw, th)
- return tm
- }
- /** Returns a pointer to the pane at index or NULL if out of range. */
- func (tm * Map) Pane(index int) * Pane {
- if index < 0 { return nil; }
- if index >= len(tm.Panes) { return nil; }
- return tm.Panes[index]
- }
- func (tm * Map) AddPane(pane * Pane) * Pane {
- tm.Panes = append(tm.Panes, pane)
- return pane
- }
- func (tm * Map) NewPane(set * Set, tw, th int, name string) * Pane {
- pane := NewPane(set, tw, th, name)
- return tm.AddPane(pane)
- }
- /** Returns a pointer to the pane at index or NULL if out of range. */
- func (tm * Map) Set(index int) * Set {
- if index < 0 { return nil; }
- if index >= len(tm.Sets) { return nil; }
- return tm.Sets[index]
- }
- func (tm * Map) AddSet(set * Set) * Set {
- tm.Sets = append(tm.Sets, set)
- return set
- }
- func (tm * Map) NewSet(sheet * al.Bitmap, tile_w, tile_h, firstgid int) * Set {
- set := NewSet(sheet, tile_w, tile_h, firstgid)
- return tm.AddSet(set)
- }
- /* Looks up the tile set to use for the tile, based on it's
- * TMX index. this is done based on the firstgid varables of the tile set.
- * In case there are several matches the first mathing tile set is returned
- */
- func (tm * Map) LookupTmxTileset(tmx_index int) * Set{
- for _, set := range tm.Sets {
- if tmx_index >= set.FirstGID {
- return set
- }
- }
- return nil
- }
- /** Returns the tile in the tile map in the given layer at the given tile coords. */
- func (tm * Map) Tile(l, x, y int) * Tile {
- pane := tm.Pane(l)
- if pane == nil { return nil; }
- return pane.Tile(x, y)
- }
- /** Sets a tile in the tile map to the given tile. */
- func (tm * Map) SetTile(l, x, y int, tile * Tile) * Tile {
- pane := tm.Pane(l)
- if pane == nil { return nil }
- return pane.SetTile(x, y, tile)
- }
- /** Sets a tile in the tile map to the tile with the given index. */
- func (tm * Map) SetTileIndex(l, x, y, index int) * Tile {
- pane := tm.Pane(l)
- if pane == nil { return nil }
- return pane.SetTileIndex(x, y, index)
- }
- /** Draws a tile map. */
- func (tm * Map) Draw(camera * physics.Camera) {
- // var floor * Pane
- for i := 0 ; i < len(tm.Panes) ; i ++ {
- pane := tm.Panes[i]
- if pane != nil {
- pane.DrawTiles(camera)
- if ( i % 2 ) == 0 {
- // pane.DrawBlends(camera)
- // floor = pane
- } else if (i % 2) == 1 {
- // pane.DrawShadowsOn(floor, camera)
- }
- }
- }
- }
- /** Updates the tile map. Currently this animates the tiles. */
- func (tm * Map) Update(dt float64) {
- for i := 0 ; i < len(tm.Panes) ; i ++ {
- pane := tm.Panes[i]
- if pane != nil {
- pane.Update(dt)
- }
- }
- }
- /** Sets up the camera so it will stay locked in to the
- given layer of the tile map */
- /*
- Lockin * tilepane_lockin(Tilepane * pane, Camera * camera) {
- float x, y, w, h;
- if(!pane) return NULL;
- x = 0.0;
- y = 0.0;
- w = tilepane_wide(pane);
- h = tilepane_high(pane);
- return camera_newlockin(camera, x, y, w, h);
- }
- Lockin * tilemap_layer_lockin(Tilemap * map,
- int layer,
- Camera * camera) {
- Tilepane * pane;
- Lockin * result;
- float x, y, w, h;
- if (!map) return NULL;
- pane = tilemap_pane(map, layer);
- return tilepane_lockin(pane, camera);
- }
- Area * tilemap_area(Tilemap * self) {
- if(!self) return NULL;
- return self->area;
- }
- Thing * tilemap_thing(Tilemap * self, int index) {
- Area * area = tilemap_area(self);
- return area_thing(area, index);
- }
- */
- func (tm * Map) SetupAfterLoad() {
- for i := 0 ; i < len(tm.Panes) ; i ++ {
- pane := tm.Panes[i]
- if pane != nil {
- pane.InitBlend(i)
- }
- }
- }
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