Added renderer.

Added props.
Added map movement (dragging & hovering).
This commit is contained in:
Sander Schobers 2020-05-09 13:55:37 +02:00
parent dcd4979a6f
commit 27afe594fe
42 changed files with 373 additions and 86 deletions

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@ -1,41 +0,0 @@
package main
import (
"github.com/veandco/go-sdl2/sdl"
"opslag.de/schobers/tins2020"
)
type terrainRenderer struct {
terrain *tins2020.Map
center tins2020.PointF
zoom float32
}
func newTerrainRenderer(terrain *tins2020.Map) *terrainRenderer {
return &terrainRenderer{terrain: terrain}
}
func (r *terrainRenderer) Render(ctx *tins2020.Context) {
tempToTexture := func(temp float64) *tins2020.Texture {
if temp < .2 {
return ctx.Textures.Texture("snow")
}
if temp > .8 {
return ctx.Textures.Texture("dirt")
}
return ctx.Textures.Texture("grass")
}
// horizontal: [191, 321) = 130
// vertical: [267,332) = 65
for y := int32(0); y < 10; y++ {
left := -y * 65
top := y * 32
for x := int32(0); x < 10; x++ {
temp := r.terrain.Temp.Value(int(x), int(y))
text := tempToTexture(temp)
text.Copy(ctx.Renderer, &sdl.Rect{X: left + x*65, Y: top + x*32, W: 512, H: 512})
}
}
}

View File

@ -28,7 +28,7 @@ func run() error {
}
defer sdl.Quit()
logSDLVersion()
// logSDLVersion()
if err := ttf.Init(); err != nil {
return err
@ -69,24 +69,66 @@ func run() error {
return err
}
err = ctx.Textures.Load(
"dirt", "images/dirt.png",
"grass", "images/grass.png",
"snow", "images/snow.png",
"tile-dirt", "images/tile_dirt.png",
"tile-grass", "images/tile_grass.png",
"tile-snow", "images/tile_snow.png",
"cactus-small-1", "images/cactus_short_NE.png",
"cactus-small-2", "images/cactus_short_NW.png",
"cactus-small-3", "images/cactus_short_SW.png",
"cactus-small-4", "images/cactus_short_SE.png",
"cactus-tall-1", "images/cactus_tall_NE.png",
"cactus-tall-2", "images/cactus_tall_NW.png",
"cactus-tall-3", "images/cactus_tall_SW.png",
"cactus-tall-4", "images/cactus_tall_SE.png",
"tree-fat-1", "images/tree_fat_NE.png",
"tree-fat-2", "images/tree_fat_NW.png",
"tree-fat-3", "images/tree_fat_SW.png",
"tree-fat-4", "images/tree_fat_SE.png",
"tree-pine-1", "images/tree_pineDefaultA_NE.png",
"tree-pine-2", "images/tree_pineDefaultA_NW.png",
"tree-pine-3", "images/tree_pineDefaultA_SW.png",
"tree-pine-4", "images/tree_pineDefaultA_SE.png",
"grass-small-1", "images/grass_NE.png",
"grass-small-2", "images/grass_NW.png",
"grass-small-3", "images/grass_SW.png",
"grass-small-4", "images/grass_SE.png",
"grass-leafs-1", "images/grass_leafs_NE.png",
"grass-leafs-2", "images/grass_leafs_NW.png",
"grass-leafs-3", "images/grass_leafs_SW.png",
"grass-leafs-4", "images/grass_leafs_SE.png",
"bush-small-1", "images/plant_bushSmall_NE.png",
"bush-small-2", "images/plant_bushSmall_NW.png",
"bush-small-3", "images/plant_bushSmall_SW.png",
"bush-small-4", "images/plant_bushSmall_SE.png",
"bush-large-1", "images/plant_bushLarge_NE.png",
"bush-large-2", "images/plant_bushLarge_NW.png",
"bush-large-3", "images/plant_bushLarge_SW.png",
"bush-large-4", "images/plant_bushLarge_SE.png",
)
if err != nil {
return err
}
game := tins2020.NewGame()
tr := newTerrainRenderer(game.Terrain)
control := tins2020.NewTerrainRenderer(game.Terrain)
err = control.Init(ctx)
if err != nil {
return err
}
running := true
for running {
for {
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch e := event.(type) {
case *sdl.QuitEvent:
println("Quit")
running = false
ctx.Quit()
break
case *sdl.WindowEvent:
switch e.Event {
@ -94,17 +136,22 @@ func run() error {
x, y := window.GetPosition()
ctx.Settings.Window.Location = &tins2020.Point{X: x, Y: y}
}
case *sdl.KeyboardEvent:
switch e.Keysym.Sym {
case sdl.K_ESCAPE:
ctx.Quit()
}
}
control.Handle(ctx, event)
}
if ctx.ShouldQuit {
break
}
renderer.SetDrawColor(0, 0, 0, 255)
renderer.Clear()
// renderer.SetDrawColor(255, 0, 0, 255)
// renderer.FillRect(&sdl.Rect{0, 0, 200, 200})
// ctx.Textures.Texture("grass").Copy(renderer, &sdl.Rect{X: 200, Y: 100, W: 456, H: 356})
// ctx.Textures.Texture("dirt").Copy(renderer, &sdl.Rect{X: 143, Y: 122, W: 456, H: 356})
// ctx.Textures.Texture("snow").Copy(renderer, &sdl.Rect{X: 257, Y: 122, W: 456, H: 356})
tr.Render(ctx)
control.Render(ctx)
renderer.Present()
}
return nil

View File

@ -11,6 +11,7 @@ type Context struct {
Resources Resources
Textures Textures
Settings Settings
ShouldQuit bool
}
func NewContext(res *rice.Box) (*Context, error) {
@ -26,15 +27,17 @@ func NewContext(res *rice.Box) (*Context, error) {
return ctx, nil
}
func (c *Context) Init(renderer *sdl.Renderer) {
c.Renderer = renderer
c.Fonts.Init(c.Resources.Copy())
c.Textures.Init(renderer, c.Resources.Copy())
}
func (c *Context) Destroy() {
c.Fonts.Destroy()
c.Resources.Destroy()
c.Textures.Destroy()
c.Settings.Store()
}
func (c *Context) Init(renderer *sdl.Renderer) {
c.Renderer = renderer
c.Fonts.Init(c.Resources.Copy())
c.Textures.Init(renderer, c.Resources.Copy())
}
func (c *Context) Quit() { c.ShouldQuit = true }

62
game.go
View File

@ -13,33 +13,69 @@ type Game struct {
}
type Map struct {
Temp *NoiseMap
Humid *NoiseMap
Temp NoiseMap
Humid NoiseMap
Variant NoiseMap
PlaceX NoiseMap // displacement map of props
PlaceY NoiseMap
}
type NoiseMap struct {
type NoiseMap interface {
Value(x, y int32) float64
}
func NewNoiseMap(seed int64) NoiseMap {
return &noiseMap{
noise: noise.NewPerlin(seed),
alpha: 2,
beta: 4,
harmonics: 2,
}
}
func NewRandomNoiseMap(seed int64) NoiseMap {
return &randomNoiseMap{noise.NewPerlin(seed)}
}
type noiseMap struct {
noise *noise.Perlin
alpha, beta float64
harmonics int
}
func NewNoiseMap(seed int64) *NoiseMap {
return &NoiseMap{
noise: noise.NewPerlin(seed),
alpha: 2,
beta: 2.13,
harmonics: 4,
func clipNormalized(x float64) float64 {
if x < 0 {
return 0
}
if x > 1 {
return 1
}
return x
}
func (m *NoiseMap) Value(x, y int) float64 {
return m.noise.Noise2D(float64(x), float64(y), m.alpha, m.beta, m.harmonics)
// Value generates the noise value for an x/y pair. The range of the output is approximately [-1.325825214,1.325825214] (for 4 harmonics).
func (m *noiseMap) Value(x, y int32) float64 {
value := m.noise.Noise2D(float64(x)*.01, float64(y)*.01, m.alpha, m.beta, m.harmonics)*.565 + .5
return clipNormalized(value)
}
type randomNoiseMap struct {
*noise.Perlin
}
// Value generates the noise value for an x/y pair. The range of the output is approximately [-1.325825214,1.325825214] (for 4 harmonics).
func (m randomNoiseMap) Value(x, y int32) float64 {
value := m.Noise2D(float64(x)*.53, float64(y)*.53, 1.01, 2, 2)*.5 + .5
return clipNormalized(value)
}
func NewGame() *Game {
terrain := &Map{
Temp: NewNoiseMap(rand.Int63()),
Humid: NewNoiseMap(rand.Int63()),
Variant: NewRandomNoiseMap(rand.Int63()),
PlaceX: NewRandomNoiseMap(rand.Int63()),
PlaceY: NewRandomNoiseMap(rand.Int63()),
}
return &Game{
Terrain: terrain,
@ -48,10 +84,6 @@ func NewGame() *Game {
}
}
type PointF struct {
X, Y float32
}
type Flower struct {
Location PointF
}

View File

@ -1,6 +1,18 @@
package tins2020
type Point struct {
X int32
Y int32
X, Y int32
}
func (p Point) Add(q Point) Point { return Pt(p.X+q.X, p.Y+q.Y) }
type PointF struct {
X, Y float32
}
func (p PointF) Add(q PointF) PointF { return PtF(p.X+q.X, p.Y+q.Y) }
func (p PointF) Sub(q PointF) PointF { return PtF(p.X-q.X, p.Y-q.Y) }
func Pt(x, y int32) Point { return Point{x, y} }
func PtF(x, y float32) PointF { return PointF{x, y} }

9
renderer.go Normal file
View File

@ -0,0 +1,9 @@
package tins2020
import "github.com/veandco/go-sdl2/sdl"
type Control interface {
Init(*Context) error
Handle(*Context, sdl.Event)
Render(*Context)
}

225
terrainrenderer.go Normal file
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@ -0,0 +1,225 @@
package tins2020
import (
"fmt"
"log"
"opslag.de/schobers/geom"
"github.com/veandco/go-sdl2/sdl"
)
type terrainRenderer struct {
terrain *Map
hover PointF
project projection
interact interaction
}
type interaction struct {
mousePos Point
mouseLeftDown bool
mouseDrag *Point
}
type projection struct {
center PointF
zoom float32
zoomInv float32
tileScreenDelta PointF
tileScreenDeltaInv PointF
tileScreenOffset Point
tileScreenSize Point
windowCenter Point
}
func newProjection() projection {
return projection{zoom: 1, tileScreenDelta: PtF(65, 32), tileScreenDeltaInv: PtF(1./65, 1./32)}
}
func (p *projection) update(renderer *sdl.Renderer) {
p.zoomInv = 1 / p.zoom
p.tileScreenOffset = Pt(int32(p.zoomInv*256), int32(p.zoomInv*300))
p.tileScreenSize = Pt(int32(p.zoomInv*512), int32(p.zoomInv*512))
windowW, windowH, err := renderer.GetOutputSize()
if err != nil {
log.Fatal(err)
}
p.windowCenter = Pt(windowW/2, windowH/2)
}
func (p *projection) mapToScreen(x, y int32) Point {
return p.mapToScreenF(float32(x), float32(y))
}
func (p *projection) mapToScreenF(x, y float32) Point {
translated := PtF(x-p.center.X, y-p.center.Y)
return Pt(p.windowCenter.X+int32((translated.X-translated.Y)*65*p.zoomInv), p.windowCenter.Y+int32((translated.X+translated.Y)*32*p.zoomInv))
}
func (p *projection) screenToMapRel(x, y int32) PointF {
normX := p.zoom * float32(x)
normY := p.zoom * float32(y)
return PtF(.5*(p.tileScreenDeltaInv.X*normX+p.tileScreenDeltaInv.Y*normY), .5*(-p.tileScreenDeltaInv.X*normX+p.tileScreenDeltaInv.Y*normY))
}
func (p *projection) screenToMap(x, y int32) PointF {
pos := p.screenToMapRel(x-p.windowCenter.X, y-p.windowCenter.Y)
return p.center.Add(pos)
}
func (p *projection) screenToTileRect(pos Point) *sdl.Rect {
return &sdl.Rect{X: pos.X - p.tileScreenOffset.X, Y: pos.Y - p.tileScreenOffset.Y, W: p.tileScreenSize.X, H: p.tileScreenSize.Y}
}
func NewTerrainRenderer(terrain *Map) Control {
return &terrainRenderer{terrain: terrain, project: newProjection()}
}
func (r *terrainRenderer) Init(ctx *Context) error {
r.project.update(ctx.Renderer)
return nil
}
func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
switch e := event.(type) {
case *sdl.MouseButtonEvent:
if e.Button == sdl.BUTTON_LEFT {
r.interact.mouseLeftDown = e.Type == sdl.MOUSEBUTTONDOWN
if r.interact.mouseLeftDown && r.interact.mouseDrag == nil {
r.interact.mouseDrag = &Point{e.X, e.Y}
fmt.Println("Drag start", r.interact.mouseDrag)
} else if !r.interact.mouseLeftDown && r.interact.mouseDrag != nil {
fmt.Println("Drag end", r.interact.mouseDrag)
r.interact.mouseDrag = nil
}
}
case *sdl.MouseMotionEvent:
r.hover = r.project.screenToMap(e.X, e.Y)
if r.interact.mouseDrag != nil {
fmt.Println("Dragging...", r.project.center)
r.project.center = r.project.center.Sub(r.project.screenToMapRel(e.X-r.interact.mouseDrag.X, e.Y-r.interact.mouseDrag.Y))
r.project.update(ctx.Renderer)
r.interact.mouseDrag = &Point{e.X, e.Y}
}
case *sdl.MouseWheelEvent:
if e.Y > 0 {
r.project.zoom *= .5
r.project.update(ctx.Renderer)
} else if e.Y < 0 {
r.project.zoom *= 2
r.project.update(ctx.Renderer)
}
case *sdl.WindowEvent:
if e.Event == sdl.WINDOWEVENT_RESIZED {
r.project.update(ctx.Renderer)
}
}
}
func (r *terrainRenderer) Render(ctx *Context) {
toTileTexture := func(temp, humid float64) *Texture {
if temp < .35 {
return ctx.Textures.Texture("tile-snow")
}
if temp > .65 {
return ctx.Textures.Texture("tile-dirt")
}
return ctx.Textures.Texture("tile-grass")
}
variantToInt := func(variant float64) int {
if variant < .25 {
return 1
}
if variant < .5 {
return 2
}
if variant < .75 {
return 3
}
if variant < 1 {
return 4
}
return -1
}
variantToTexture := func(format string, variant float64) *Texture {
textName := fmt.Sprintf(format, variantToInt(variant))
return ctx.Textures.Texture(textName)
}
stretch := func(x, from, to float64) float64 { return (x - from) * 1 / (to - from) }
toPropTexture := func(temp, humid, variant float64) *Texture {
if temp < .35 {
if humid < .2 {
return nil
} else if humid < .7 {
return variantToTexture("bush-small-%d", variant*5)
}
return variantToTexture("tree-pine-%d", variant*5)
}
if temp > .65 {
if humid < .2 {
return nil
}
if humid < .7 {
return variantToTexture("cactus-short-%d", variant*7)
}
return variantToTexture("cactus-tall-%d", variant*2)
}
if humid < .2 {
return nil
}
multiplier := 1 - stretch(humid, 0.2, 1)
if variant < .5 {
return variantToTexture("tree-fat-%d", stretch(variant, 0, .5)*multiplier*3)
} else if variant < .8 {
return variantToTexture("grass-small-%d", stretch(variant, .5, .8)*multiplier*2)
}
return variantToTexture("bush-large-%d", stretch(variant, .8, 1)*multiplier)
}
// horizontal: [191, 321) = 130
// vertical: [267,332) = 65
hover := Pt(int32(geom.Round32(r.hover.X)), int32(geom.Round32(r.hover.Y)))
for y := int32(-100); y < 100; y++ {
for x := int32(-100); x < 100; x++ {
if x == hover.X && y == hover.Y {
continue
}
temp := r.terrain.Temp.Value(x, y)
humid := r.terrain.Humid.Value(x, y)
text := toTileTexture(temp, humid)
pos := r.project.mapToScreen(x, y)
text.Copy(ctx.Renderer, r.project.screenToTileRect(pos))
}
}
for y := int32(-100); y < 100; y++ {
for x := int32(-100); x < 100; x++ {
variant := r.terrain.Variant.Value(x, y)
if variant < -1 || variant > 1 {
continue
}
temp := r.terrain.Temp.Value(x, y)
humid := r.terrain.Humid.Value(x, y)
text := toPropTexture(temp, humid, variant)
if text == nil {
continue
}
placeX, placeY := r.terrain.PlaceX.Value(x, y), r.terrain.PlaceY.Value(x, y)
pos := r.project.mapToScreenF(float32(x)-.2+float32(.8*placeX-.4), float32(y)-.2+float32(.8*placeY-.4))
text.Copy(ctx.Renderer, r.project.screenToTileRect(pos))
}
}
}