package engine import ( "encoding/gob" "image" "github.com/hajimehoshi/ebiten/v2" ) // Ensure Tilemap satisfies interfaces. var ( _ Identifier = &Tilemap{} _ Collider = &Tilemap{} _ Drawer = &Tilemap{} _ DrawOrderer = &Tilemap{} _ Hider = &Tilemap{} _ Scanner = &Tilemap{} _ Updater = &Tilemap{} ) func init() { gob.Register(&AnimatedTile{}) gob.Register(StaticTile(0)) gob.Register(&Tilemap{}) } // Tilemap renders a grid of square tiles. type Tilemap struct { ID Disabled Hidden Map map[image.Point]Tile // tilespace coordinate -> tile Ersatz bool // "fake wall" Offset image.Point // world coordinates Src ImageRef TileSize int ZOrder } // CollidesWith implements Collider. func (t *Tilemap) CollidesWith(r image.Rectangle) bool { if t.Ersatz { return false } // Probe the map at all tilespace coordinates overlapping the rect. r = r.Sub(t.Offset) min := r.Min.Div(t.TileSize) max := r.Max.Sub(image.Pt(1, 1)).Div(t.TileSize) // NB: fencepost for j := min.Y; j <= max.Y; j++ { for i := min.X; i <= max.X; i++ { if t.Map[image.Pt(i, j)] != nil { return true } } } return false } // Draw draws the tilemap. func (t *Tilemap) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) { if t.Hidden { return } src := t.Src.Image() w, _ := src.Size() og := opts.GeoM var geom ebiten.GeoM for p, tile := range t.Map { if tile == nil { continue } geom.Reset() geom.Translate(float64(p.X*t.TileSize+t.Offset.X), float64(p.Y*t.TileSize+t.Offset.Y)) geom.Concat(og) opts.GeoM = geom s := tile.TileIndex() * t.TileSize sx, sy := s%w, (s/w)*t.TileSize src := src.SubImage(image.Rect(sx, sy, sx+t.TileSize, sy+t.TileSize)).(*ebiten.Image) screen.DrawImage(src, &opts) } } // Scan returns a slice containing Src and all non-nil tiles. func (t *Tilemap) Scan() []interface{} { c := make([]interface{}, 1, len(t.Map)+1) c[0] = &t.Src for _, tile := range t.Map { c = append(c, tile) } return c } // Update calls Update on any tiles that are Updaters, e.g. AnimatedTile. func (t *Tilemap) Update() error { if t.Disabled { return nil } for _, tile := range t.Map { if u, ok := tile.(Updater); ok { if err := u.Update(); err != nil { return err } } } return nil } // TileAt returns the tile present at the given world coordinate. func (t *Tilemap) TileAt(wc image.Point) Tile { return t.Map[wc.Sub(t.Offset).Div(t.TileSize)] } // SetTileAt sets the tile at the given world coordinate. func (t *Tilemap) SetTileAt(wc image.Point, tile Tile) { t.Map[wc.Sub(t.Offset).Div(t.TileSize)] = tile } // TileBounds returns a rectangle describing the tile boundary for the tile // at the given world coordinate. func (t *Tilemap) TileBounds(wc image.Point) image.Rectangle { p := wc.Sub(t.Offset).Div(t.TileSize).Mul(t.TileSize).Add(t.Offset) return image.Rectangle{p, p.Add(image.Pt(t.TileSize, t.TileSize))} } // Tile is the interface needed by Tilemap. type Tile interface { TileIndex() int } // Ensure StaticTile and AnimatedTile satisfy Tile. var ( _ Tile = StaticTile(0) _ Tile = AnimatedTile{} _ Scanner = AnimatedTile{} ) // StaticTile returns a fixed tile index. type StaticTile int func (s StaticTile) TileIndex() int { return int(s) } // AnimatedTile uses an Anim to choose a tile index. type AnimatedTile struct { Animer } func (a AnimatedTile) TileIndex() int { return a.CurrentFrame() } // Scan returns a.Animer. (It could be a Loader.) func (a AnimatedTile) Scan() []interface{} { return []interface{}{a.Animer} }