ichigo/engine/walls.go
2021-09-03 10:08:56 +10:00

113 lines
2.6 KiB
Go

package engine
import (
"image"
"github.com/hajimehoshi/ebiten/v2"
)
var (
_ interface {
Collider
Identifier
Scanner
Prepper
Transformer
} = &Wall{}
_ interface {
Drawer
Disabler
Hider
Scanner
Transformer
} = &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
// Game 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
}
// CollidesWith implements a tilerange collosion check, similar to Tilemap.
func (w *Wall) CollidesWith(b Box) bool {
if w.Ersatz {
return false
}
// Probe the map at all tilespace coordinates overlapping the rect.
r := b.XY().Sub(w.Offset)
min := cdiv(r.Min, w.UnitSize)
max := cdiv(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
}
// Scan returns the Sheet and all WallUnits.
func (w *Wall) Scan() []interface{} {
c := make([]interface{}, 1, len(w.Units)+1)
c[0] = &w.Sheet
for _, unit := range w.Units {
c = append(c, unit)
}
return c
}
// Prepare makes sure all WallUnits know about Wall and where they are, for
// drawing.
func (w *Wall) Prepare(*Game) error {
// Ensure all child units know about wall, which houses common attributes
for p, u := range w.Units {
u.pos, u.wall = p, w
}
return nil
}
// Transform returns a GeoM translation by Offset.
func (w *Wall) Transform(pt Transform) (tf Transform) {
tf.Opts.GeoM.Translate(cfloat(w.Offset))
return tf.Concat(pt)
}
// WallUnit is a unit in a wall. Unlike a tile in a tilemap, WallUnit is
// responsible for drawing itself.
type WallUnit struct {
Disabled
Hidden
Tile Tile // chooses which cell in wall.Sheet to draw
ZOrder
pos image.Point // tilespace coordinates
wall *Wall
}
// Draw draws this wall unit.
func (u *WallUnit) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
screen.DrawImage(u.wall.Sheet.SubImage(u.Tile.Cell()), opts)
}
// Scan returns the Tile.
func (u *WallUnit) Scan() []interface{} { return []interface{}{u.Tile} }
func (u *WallUnit) Transform(pt Transform) (tf Transform) {
tf.Opts.GeoM.Translate(cfloat(
cmul(u.pos, u.wall.UnitSize).Add(u.wall.UnitOffset),
))
return tf.Concat(pt)
}