add offset to tiles and make storage sparse

This commit is contained in:
Josh Deprez 2021-08-15 16:14:50 +10:00
parent f5bd131297
commit c1e9570403
2 changed files with 30 additions and 27 deletions

View file

@ -18,8 +18,9 @@ type Tilemap struct {
Disabled bool
Hidden bool
ID
Map [][]Tile
Map map[image.Point]Tile
Ersatz bool // "fake wall"
Offset image.Point // world coordinates
Src ImageRef
TileSize int
ZPos
@ -34,13 +35,13 @@ func (t *Tilemap) CollidesWith(r image.Rectangle) bool {
// If we round down r.Min, and round up r.Max, to the nearest tile
// coordinates, that gives the full range of tiles to test.
sm1 := t.TileSize - 1
r = r.Sub(t.Offset)
min := r.Min.Div(t.TileSize)
max := r.Max.Add(image.Pt(sm1, sm1)).Div(t.TileSize)
for j := min.Y; j <= max.Y && j < len(t.Map); j++ {
row := t.Map[j]
for i := min.X; i <= max.X && i < len(row); i++ {
if row[i] == nil {
for j := min.Y; j <= max.Y; j++ {
for i := min.X; i <= max.X; i++ {
if t.Map[image.Pt(i, j)] == nil {
continue
}
if r.Overlaps(image.Rect(i*t.TileSize, j*t.TileSize, (i+1)*t.TileSize, (j+1)*t.TileSize)) {
@ -60,13 +61,12 @@ func (t *Tilemap) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
w, _ := src.Size()
og := opts.GeoM
var geom ebiten.GeoM
for j, row := range t.Map {
for i, tile := range row {
for p, tile := range t.Map {
if tile == nil {
continue
}
geom.Reset()
geom.Translate(float64(i*t.TileSize), float64(j*t.TileSize))
geom.Translate(float64(p.X*t.TileSize+t.Offset.X), float64(p.Y*t.TileSize+t.Offset.Y))
geom.Concat(og)
opts.GeoM = geom
@ -76,22 +76,19 @@ func (t *Tilemap) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
screen.DrawImage(src, &opts)
}
}
}
// Update calls Update on any tiles that are Updaters, e.g. AnimatedTile.
func (t *Tilemap) Update() error {
if t.Disabled {
return nil
}
for _, row := range t.Map {
for _, tile := range row {
for _, tile := range t.Map {
if u, ok := tile.(Updater); ok {
if err := u.Update(); err != nil {
return err
}
}
}
}
return nil
}

View file

@ -23,7 +23,7 @@ func main() {
engine.AssetFS = assets
// engine.AnimDefs set in game/anims.go
tiles := [][]engine.Tile{
denseTiles := [][]engine.Tile{
{engine.StaticTile(9), nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, engine.StaticTile(9)},
{nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, &engine.AnimatedTile{AnimRef: engine.AnimRef{Key: "red_tiles"}}, nil, nil, nil, nil, nil, nil, nil, nil, nil},
{nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, &engine.AnimatedTile{AnimRef: engine.AnimRef{Key: "red_tiles"}}, nil, nil, nil},
@ -40,6 +40,12 @@ func main() {
{engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), &engine.AnimatedTile{AnimRef: engine.AnimRef{Key: "red_tiles"}}, engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), &engine.AnimatedTile{AnimRef: engine.AnimRef{Key: "green_tiles"}}, engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7)},
{engine.StaticTile(9), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(9)},
}
tiles := make(map[image.Point]engine.Tile)
for j, row := range denseTiles {
for i, tile := range row {
tiles[image.Pt(i, j)] = tile
}
}
level1 := &engine.Scene{
ID: "level_1",