package engine import ( "image" "github.com/hajimehoshi/ebiten/v2" ) var ( _ interface { Collider Identifier Scanner } = &Wall{} _ interface { Drawer Disabler Hider Prepper } = &WallUnit{} ) // Wall is a more flexible kind of tilemap. WallUnits can be added at the same // level as other components and are responsible for their own drawing, so that // Scene can do draw ordering, e.g. hide the player character behind a wall. // But Wall is still responsible for collisions. type Wall struct { ID Ersatz bool // disables collisions ("fake wall") Offset image.Point // offset the whole wall Sheet Sheet UnitOffset image.Point // drawing offset UnitSize image.Point // tile size units map[image.Point]*WallUnit } func (w *Wall) regUnit(u *WallUnit) { if w.units == nil { w.units = make(map[image.Point]*WallUnit) } w.units[u.Pos] = u } func (w *Wall) CollidesWith(r image.Rectangle) bool { if w.Ersatz { return false } // Probe the map at all tilespace coordinates overlapping the rect. r = r.Sub(w.Offset) min := div2(r.Min, w.UnitSize) max := div2(r.Max.Sub(image.Pt(1, 1)), w.UnitSize) // NB: fencepost for j := min.Y; j <= max.Y; j++ { for i := min.X; i <= max.X; i++ { if w.units[image.Pt(i, j)] != nil { return true } } } return false } func (w *Wall) Scan() []interface{} { return []interface{}{&w.Sheet} } // WallUnit is a unit in a wall. Unlike a tile in a tilemap, WallUnit is // responsible for drawing itself. type WallUnit struct { Disabled Hidden Pos image.Point // tilespace coordinates Tile Tile // chooses which cell in wall.Sheet to draw WallID string ZOrder wall *Wall } func (u *WallUnit) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) { var geom ebiten.GeoM geom.Translate(float2(mul2(u.Pos, u.wall.UnitSize).Add(u.wall.UnitOffset).Add(u.wall.Offset))) geom.Concat(opts.GeoM) opts.GeoM = geom src := u.wall.Sheet.SubImage(u.Tile.CellIndex()) screen.DrawImage(src, &opts) } func (u *WallUnit) Prepare(g *Game) error { u.wall = g.Component(u.WallID).(*Wall) u.wall.regUnit(u) return nil } func (u *WallUnit) Scan() []interface{} { return []interface{}{u.Tile} }