Make Tilemap a collider

This commit is contained in:
Josh Deprez 2021-08-04 12:40:51 +10:00 committed by Josh Deprez
parent d4dcd952a4
commit 8b3a0c78e4
4 changed files with 27 additions and 22 deletions

View file

@ -39,7 +39,7 @@ type Actor struct {
func (a *Actor) collidesAt(p image.Point) bool {
// TODO: more efficient test?
hit := false
a.game.Walk(func(c interface{}) bool {
Walk(a.game, func(c interface{}) bool {
if coll, ok := c.(Collider); ok {
if coll.CollidesWith(image.Rectangle{Min: p, Max: p.Add(a.Size)}) {
hit = true

View file

@ -84,13 +84,12 @@ func (g *Game) UnregisterComponent(c interface{}) {
// Component returns the component with a given ID, or nil if there is none.
func (g *Game) Component(id string) interface{} { return g.componentsByID[id] }
// Walk calls v with every component reachable via Scan, for as long as visit
// returns true.
func (g *Game) Walk(v func(interface{}) bool) {
g.walk(g.Scene, v)
}
// Scan implements Scanner.
func (g *Game) Scan() []interface{} { return []interface{}{g.Scene} }
func (g *Game) walk(c interface{}, v func(interface{}) bool) {
// Walk calls v with every component reachable from c via Scan, recursively,
// for as long as visit returns true.
func Walk(c interface{}, v func(interface{}) bool) {
if !v(c) {
return
}
@ -99,7 +98,7 @@ func (g *Game) walk(c interface{}, v func(interface{}) bool) {
if !v(c) {
return
}
g.walk(c, v)
Walk(c, v)
}
}
}
@ -108,7 +107,7 @@ func (g *Game) walk(c interface{}, v func(interface{}) bool) {
// reachable via Scan.
func (g *Game) Build() {
g.componentsByID = make(map[string]interface{})
g.Walk(func(c interface{}) bool {
Walk(g.Scene, func(c interface{}) bool {
if b, ok := c.(Builder); ok {
b.Build(g)
}

View file

@ -19,12 +19,31 @@ type Tilemap struct {
Hidden bool
ID
Map [][]Tile
Ersatz bool // "fake wall"
Src ImageRef
TileSize int
Transform GeoMDef
ZPos
}
// CollidesWith implements Collider.
func (t *Tilemap) CollidesWith(r image.Rectangle) bool {
if t.Ersatz {
return false
}
for j, row := range t.Map {
for i, tile := range row {
if tile == nil {
continue
}
if r.Overlaps(image.Rect(i*t.TileSize, j*t.TileSize, (i+1)*t.TileSize, (j+1)*t.TileSize)) {
return true
}
}
}
return false
}
// Draw draws the tilemap.
func (t *Tilemap) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
if t.Hidden {

13
main.go
View file

@ -2,7 +2,6 @@ package main
import (
"embed"
"fmt"
"image"
_ "image/png"
"log"
@ -92,18 +91,6 @@ func main() {
},
}
// TODO: something better...
for j, row := range tiles {
for i, tile := range row {
if tile != nil {
level1.Components = append(level1.Components, &engine.SolidRect{
ID: engine.ID(fmt.Sprintf("tile_%d_%d", j, i)),
Rect: image.Rect(i*16, j*16, (i+1)*16, (j+1)*16),
})
}
}
}
game := &engine.Game{
ScreenHeight: screenHeight,
ScreenWidth: screenWidth,