sheet, tile/sheet, misc math
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9a65ce6104
commit
a7ff475b91
5 changed files with 80 additions and 28 deletions
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@ -49,3 +49,21 @@ type ZOrder float64
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// DrawOrder returns z as a float64.
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// DrawOrder returns z as a float64.
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func (z ZOrder) DrawOrder() float64 { return float64(z) }
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func (z ZOrder) DrawOrder() float64 { return float64(z) }
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// Some math helpers
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func mul2(p, q image.Point) image.Point {
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p.X *= q.X
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p.Y *= q.Y
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return p
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}
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func div2(p, q image.Point) image.Point {
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p.X /= q.X
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p.Y /= q.Y
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return p
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}
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func float2(p image.Point) (float64, float64) {
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return float64(p.X), float64(p.Y)
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}
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36
engine/sheet.go
Normal file
36
engine/sheet.go
Normal file
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@ -0,0 +1,36 @@
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package engine
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import (
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"image"
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"github.com/hajimehoshi/ebiten/v2"
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)
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var (
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_ Prepper = &Sheet{}
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_ Scanner = &Sheet{}
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)
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// Sheet handles images that consist of a grid of equally sized regions
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// (cells) and can produce subimages for the cell at an index. This is useful
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// for various applications such as sprite animation and tile maps.
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type Sheet struct {
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CellSize image.Point
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Src ImageRef
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w int // width as measured in number of cells
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}
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func (s *Sheet) Prepare(*Game) {
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s.w, _ = s.Src.Image().Size()
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s.w /= s.CellSize.X
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}
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func (s *Sheet) Scan() []interface{} { return []interface{}{&s.Src} }
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// SubImage returns an *ebiten.Image corresponding to the cell of the given index.
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func (s *Sheet) SubImage(i int) *ebiten.Image {
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p := mul2(image.Pt(i%s.w, i/s.w), s.CellSize)
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r := image.Rectangle{p, p.Add(s.CellSize)}
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return s.Src.Image().SubImage(r).(*ebiten.Image)
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}
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@ -24,16 +24,15 @@ func init() {
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gob.Register(&Tilemap{})
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gob.Register(&Tilemap{})
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}
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}
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// Tilemap renders a grid of square tiles.
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// Tilemap renders a grid of rectangular tiles at equal Z position.
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type Tilemap struct {
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type Tilemap struct {
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ID
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ID
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Disabled
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Disabled
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Hidden
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Hidden
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Map map[image.Point]Tile // tilespace coordinate -> tile
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Map map[image.Point]Tile // tilespace coordinate -> tile
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Ersatz bool // "fake wall"
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Ersatz bool // "fake wall"
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Offset image.Point // world coordinates
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Offset image.Point // world coordinates
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Src ImageRef
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Sheet Sheet
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TileSize int
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ZOrder
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ZOrder
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}
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}
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@ -45,8 +44,8 @@ func (t *Tilemap) CollidesWith(r image.Rectangle) bool {
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// Probe the map at all tilespace coordinates overlapping the rect.
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// Probe the map at all tilespace coordinates overlapping the rect.
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r = r.Sub(t.Offset)
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r = r.Sub(t.Offset)
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min := r.Min.Div(t.TileSize)
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min := div2(r.Min, t.Sheet.CellSize)
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max := r.Max.Sub(image.Pt(1, 1)).Div(t.TileSize) // NB: fencepost
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max := div2(r.Max.Sub(image.Pt(1, 1)), t.Sheet.CellSize) // NB: fencepost
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for j := min.Y; j <= max.Y; j++ {
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for j := min.Y; j <= max.Y; j++ {
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for i := min.X; i <= max.X; i++ {
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for i := min.X; i <= max.X; i++ {
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@ -63,8 +62,6 @@ func (t *Tilemap) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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if t.Hidden {
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if t.Hidden {
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return
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return
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}
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}
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src := t.Src.Image()
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w, _ := src.Size()
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og := opts.GeoM
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og := opts.GeoM
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var geom ebiten.GeoM
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var geom ebiten.GeoM
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for p, tile := range t.Map {
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for p, tile := range t.Map {
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@ -72,13 +69,12 @@ func (t *Tilemap) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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continue
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continue
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}
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}
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geom.Reset()
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geom.Reset()
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geom.Translate(float64(p.X*t.TileSize+t.Offset.X), float64(p.Y*t.TileSize+t.Offset.Y))
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//geom.Translate(float64(p.X*t.Sheet.CellSize.X+t.Offset.X), float64(p.Y*t.Sheet.CellSize.Y+t.Offset.Y))
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geom.Translate(float2(mul2(p, t.Sheet.CellSize).Add(t.Offset)))
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geom.Concat(og)
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geom.Concat(og)
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opts.GeoM = geom
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opts.GeoM = geom
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s := tile.TileIndex() * t.TileSize
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src := t.Sheet.SubImage(tile.CellIndex())
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sx, sy := s%w, (s/w)*t.TileSize
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src := src.SubImage(image.Rect(sx, sy, sx+t.TileSize, sy+t.TileSize)).(*ebiten.Image)
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screen.DrawImage(src, &opts)
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screen.DrawImage(src, &opts)
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}
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}
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}
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}
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@ -86,7 +82,7 @@ func (t *Tilemap) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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// Scan returns a slice containing Src and all non-nil tiles.
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// Scan returns a slice containing Src and all non-nil tiles.
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func (t *Tilemap) Scan() []interface{} {
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func (t *Tilemap) Scan() []interface{} {
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c := make([]interface{}, 1, len(t.Map)+1)
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c := make([]interface{}, 1, len(t.Map)+1)
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c[0] = &t.Src
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c[0] = &t.Sheet
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for _, tile := range t.Map {
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for _, tile := range t.Map {
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c = append(c, tile)
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c = append(c, tile)
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}
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}
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@ -110,24 +106,24 @@ func (t *Tilemap) Update() error {
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// TileAt returns the tile present at the given world coordinate.
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// TileAt returns the tile present at the given world coordinate.
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func (t *Tilemap) TileAt(wc image.Point) Tile {
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func (t *Tilemap) TileAt(wc image.Point) Tile {
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return t.Map[wc.Sub(t.Offset).Div(t.TileSize)]
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return t.Map[div2(wc.Sub(t.Offset), t.Sheet.CellSize)]
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}
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}
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// SetTileAt sets the tile at the given world coordinate.
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// SetTileAt sets the tile at the given world coordinate.
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func (t *Tilemap) SetTileAt(wc image.Point, tile Tile) {
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func (t *Tilemap) SetTileAt(wc image.Point, tile Tile) {
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t.Map[wc.Sub(t.Offset).Div(t.TileSize)] = tile
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t.Map[div2(wc.Sub(t.Offset), t.Sheet.CellSize)] = tile
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}
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}
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// TileBounds returns a rectangle describing the tile boundary for the tile
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// TileBounds returns a rectangle describing the tile boundary for the tile
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// at the given world coordinate.
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// at the given world coordinate.
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func (t *Tilemap) TileBounds(wc image.Point) image.Rectangle {
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func (t *Tilemap) TileBounds(wc image.Point) image.Rectangle {
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p := wc.Sub(t.Offset).Div(t.TileSize).Mul(t.TileSize).Add(t.Offset)
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p := mul2(div2(wc.Sub(t.Offset), t.Sheet.CellSize), t.Sheet.CellSize).Add(t.Offset)
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return image.Rectangle{p, p.Add(image.Pt(t.TileSize, t.TileSize))}
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return image.Rectangle{p, p.Add(t.Sheet.CellSize)}
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}
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}
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// Tile is the interface needed by Tilemap.
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// Tile is the interface needed by Tilemap.
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type Tile interface {
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type Tile interface {
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TileIndex() int
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CellIndex() int
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}
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}
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// Ensure StaticTile and AnimatedTile satisfy Tile.
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// Ensure StaticTile and AnimatedTile satisfy Tile.
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@ -140,14 +136,14 @@ var (
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// StaticTile returns a fixed tile index.
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// StaticTile returns a fixed tile index.
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type StaticTile int
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type StaticTile int
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func (s StaticTile) TileIndex() int { return int(s) }
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func (s StaticTile) CellIndex() int { return int(s) }
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// AnimatedTile uses an Anim to choose a tile index.
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// AnimatedTile uses an Anim to choose a tile index.
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type AnimatedTile struct {
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type AnimatedTile struct {
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Animer
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Animer
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}
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}
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func (a AnimatedTile) TileIndex() int { return a.CurrentFrame() }
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func (a AnimatedTile) CellIndex() int { return a.CurrentFrame() }
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// Scan returns a.Animer. (It could be a Loader.)
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// Scan returns a.Animer. (It could be a Loader.)
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func (a AnimatedTile) Scan() []interface{} { return []interface{}{a.Animer} }
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func (a AnimatedTile) Scan() []interface{} { return []interface{}{a.Animer} }
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Binary file not shown.
14
main.go
14
main.go
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@ -18,7 +18,7 @@ func main() {
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ebiten.SetWindowSize(640, 480)
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ebiten.SetWindowSize(640, 480)
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ebiten.SetWindowTitle("TODO")
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ebiten.SetWindowTitle("TODO")
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if false {
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if true {
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writeLevel1()
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writeLevel1()
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}
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}
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@ -109,11 +109,13 @@ func writeLevel1() {
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Src: engine.ImageRef{Path: "assets/space.png"},
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Src: engine.ImageRef{Path: "assets/space.png"},
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},
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},
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&engine.Tilemap{
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&engine.Tilemap{
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ID: "terrain",
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ID: "terrain",
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ZOrder: 2,
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ZOrder: 2,
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Map: tiles,
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Map: tiles,
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Src: engine.ImageRef{Path: "assets/boxes.png"},
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Sheet: engine.Sheet{
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TileSize: 16,
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CellSize: image.Pt(16, 16),
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Src: engine.ImageRef{Path: "assets/boxes.png"},
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},
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},
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},
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&engine.SolidRect{
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&engine.SolidRect{
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ID: "ceiling",
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ID: "ceiling",
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