package engine import ( "encoding/gob" "image" "github.com/hajimehoshi/ebiten/v2" ) func init() { gob.Register(AnimatedTile{}) gob.Register(StaticTile(0)) gob.Register(Tilemap{}) } // Tilemap renders a grid of tiles. type Tilemap struct { Disabled bool Hidden bool ID Map [][]Tile Ersatz bool // "fake wall" Src ImageRef TileSize int ZPos } // CollidesWith implements Collider. func (t *Tilemap) CollidesWith(r image.Rectangle) bool { if t.Ersatz { return false } // 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 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 { 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, opts ebiten.DrawImageOptions) { if t.Hidden { return } src := t.Src.Image() w, _ := src.Size() og := opts.GeoM var geom ebiten.GeoM for j, row := range t.Map { for i, tile := range row { if tile == nil { continue } geom.Reset() geom.Translate(float64(i*t.TileSize), float64(j*t.TileSize)) 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) } } } // 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 { if u, ok := tile.(Updater); ok { if err := u.Update(); err != nil { return err } } } } return nil } // Tile is the interface needed by Tilemap. type Tile interface { TileIndex() int } // 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 { AnimRef } func (a *AnimatedTile) TileIndex() int { return a.Anim().CurrentFrame() } func (a *AnimatedTile) Update() error { return a.Anim().Update() }