Added serialization of game state.
This commit is contained in:
parent
0cb57c5940
commit
6a7843f314
@ -38,29 +38,39 @@ func (b *BuyFlowerButton) animate() {
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}
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func (b *BuyFlowerButton) fmtTooltipText() string {
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if b.Flower.Unlocked {
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if !b.Flower.Unlocked {
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return fmt.Sprintf("%s - %s - %s", FmtMoney(b.Flower.BuyPrice), b.Flower.Name, "Traits are not known yet.")
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}
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return fmt.Sprintf("%s - %s - %s", FmtMoney(b.Flower.BuyPrice), b.Flower.Name, b.Flower.Description)
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}
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func (b *BuyFlowerButton) Init(ctx *Context) error {
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text := fmt.Sprintf("%s - %s - %s", FmtMoney(b.Flower.BuyPrice), b.Flower.Name, b.Flower.Description)
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func (b *BuyFlowerButton) updateTexts(ctx *Context) error {
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text := b.fmtTooltipText()
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font := ctx.Fonts.Font("small")
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color := MustHexColor("#ffffff")
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texture, err := font.Render(ctx.Renderer, text, color)
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if err != nil {
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return err
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}
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if b.hoverTexture != nil {
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b.hoverTexture.Destroy()
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}
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b.hoverTexture = texture
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texture, err = font.Render(ctx.Renderer, FmtMoney(b.Flower.BuyPrice), color)
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if err != nil {
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return err
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}
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if b.priceTexture != nil {
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b.priceTexture.Destroy()
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}
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b.priceTexture = texture
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return nil
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}
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func (b *BuyFlowerButton) Init(ctx *Context) error {
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return b.updateTexts(ctx)
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}
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func (b *BuyFlowerButton) Handle(ctx *Context, event sdl.Event) {
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b.IconButton.Handle(ctx, event)
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if b.IsMouseOver && b.hoverAnimation == nil {
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@ -98,3 +108,8 @@ func (b *BuyFlowerButton) Render(ctx *Context) {
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b.priceTexture.Copy(ctx.Renderer, Pt(pos.X+b.Bounds.W-8-b.priceTexture.Size().X, pos.Y+b.Bounds.H-20))
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}
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}
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func (b *BuyFlowerButton) Update(ctx *Context, desc FlowerDescriptor) {
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b.Flower = desc
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b.updateTexts(ctx)
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}
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24
drageable.go
Normal file
24
drageable.go
Normal file
@ -0,0 +1,24 @@
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package tins2020
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type Drageable struct {
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start *Point
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dragged bool
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}
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func (d *Drageable) Cancel() { d.start = nil }
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func (d *Drageable) IsDragging() bool { return d.start != nil }
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func (d *Drageable) HasDragged() bool { return d.dragged }
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func (d *Drageable) Move(p Point) Point {
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delta := p.Sub(*d.start)
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d.start = &p
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d.dragged = true
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return delta
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}
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func (d *Drageable) Start(p Point) {
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d.start = &p
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d.dragged = false
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}
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136
game.go
136
game.go
@ -13,10 +13,11 @@ type Game struct {
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Herbarium Herbarium
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Terrain *Map
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tool Tool
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toolChanged *Events
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speedChanged *Events
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simulation Animation
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tool Tool
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centerChanged *Events
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toolChanged *Events
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speedChanged *Events
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simulation Animation
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}
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type GameSpeed string
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@ -40,60 +41,16 @@ func NewGame() *Game {
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Flowers: map[Point]Flower{},
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}
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herbarium := NewHerbarium()
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herbarium.Add("anemone", FlowerDescriptor{
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Name: "Anemone",
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Description: "A very generic flower that thrives in a temperate climate.",
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IconTemplate: "flower-anemone-%s",
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BuyPrice: 10,
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SellPrice: 3,
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Traits: NewAnemoneTraits(),
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Unlocked: true,
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})
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herbarium.Add("loosestrife", FlowerDescriptor{
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Name: "Loosestrife",
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Description: "A simple flower that will spread in temperate and wet climates.",
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IconTemplate: "flower-loosestrife-%s",
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BuyPrice: 100,
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SellPrice: 20,
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Traits: NewLoosestrifeTraits(),
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Unlocked: false,
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})
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herbarium.Add("coneflower", FlowerDescriptor{
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Name: "Coneflower",
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Description: "A beautifull flower that can withstand hotter climates.",
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IconTemplate: "flower-coneflower-%s",
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BuyPrice: 500,
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SellPrice: 100,
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Traits: NewConeflowerTraits(),
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Unlocked: false,
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})
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herbarium.Add("tulip", FlowerDescriptor{
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Name: "Tulip",
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Description: "A lovely flower that prefers a bit humid and colder climates.",
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IconTemplate: "flower-tulip-%s",
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BuyPrice: 20000,
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SellPrice: 5000,
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Traits: NewTulipTraits(),
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Unlocked: false,
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})
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herbarium.Add("ajuga", FlowerDescriptor{
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Name: "Ajuga",
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Description: "A flower that is resitant to cold climates and spreads very easily.",
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IconTemplate: "flower-ajuga-%s",
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BuyPrice: 100000,
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SellPrice: 10000,
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Traits: NewAjugaTraits(),
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Unlocked: false,
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})
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return &Game{
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Speed: GameSpeedNormal,
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Balance: 100,
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Terrain: terrain,
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Herbarium: herbarium,
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speedChanged: NewEvents(),
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toolChanged: NewEvents(),
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simulation: NewAnimation(time.Millisecond * 10),
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centerChanged: NewEvents(),
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speedChanged: NewEvents(),
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toolChanged: NewEvents(),
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simulation: NewAnimation(time.Millisecond * 10),
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}
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}
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@ -159,6 +116,8 @@ func (g *Game) CancelTool() {
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g.selectTool(nil)
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}
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func (g *Game) CenterChanged() EventHandler { return g.centerChanged }
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func (g *Game) Dig(tile Point) {
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id := g.Terrain.DigFlower(tile)
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desc, ok := g.Herbarium.Find(id)
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@ -168,6 +127,44 @@ func (g *Game) Dig(tile Point) {
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g.Balance += desc.SellPrice
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}
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func (g *Game) Load() {
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g.CancelTool()
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g.Pause()
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var state GameState
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err := state.Deserialize(SaveGameName())
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if err != nil {
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log.Println("failed to load; error:", err)
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return
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}
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g.Herbarium = NewHerbarium()
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for _, flower := range state.Herbarium.Flowers {
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g.Herbarium.Update(flower.ID, func(desc *FlowerDescriptor) {
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desc.Unlocked = flower.Unlocked
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})
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}
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g.Balance = state.Balance
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g.Terrain = &Map{
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Temp: NewNoiseMap(state.Terrain.Temperature),
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Humid: NewNoiseMap(state.Terrain.Humidity),
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Variant: NewRandomNoiseMap(state.Terrain.Variant),
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PlaceX: NewRandomNoiseMap(state.Terrain.PlaceX),
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PlaceY: NewRandomNoiseMap(state.Terrain.PlaceY),
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Flowers: map[Point]Flower{},
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}
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for _, flower := range state.Terrain.Flowers {
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desc, _ := g.Herbarium.Find(flower.ID)
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g.Terrain.AddFlower(flower.Location, flower.ID, desc.Traits)
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}
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g.Terrain.Center = state.View.Center
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g.centerChanged.Notify(g.Terrain.Center)
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g.CancelTool()
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g.setSpeed(state.Speed)
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}
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func (g *Game) Pause() { g.setSpeed(GameSpeedPaused) }
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func (g *Game) PlantFlower(id string, tile Point) {
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@ -190,6 +187,14 @@ func (g *Game) Run() { g.setSpeed(GameSpeedNormal) }
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func (g *Game) RunFast() { g.setSpeed(GameSpeedFast) }
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func (g *Game) Save() {
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state := g.State()
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err := state.Serialize(SaveGameName())
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if err != nil {
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log.Println("failed to save; error:", err)
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}
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}
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func (g *Game) SelectPlantFlowerTool(id string) {
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g.selectTool(&PlantFlowerTool{FlowerID: id})
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}
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@ -204,6 +209,33 @@ func (g *Game) SelectResearch() {
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func (g *Game) SpeedChanged() EventHandler { return g.speedChanged }
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func (g *Game) State() GameState {
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var state GameState
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state.Balance = g.Balance
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state.Speed = g.Speed
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for _, id := range g.Herbarium.Flowers() {
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flower, _ := g.Herbarium.Find(id)
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state.Herbarium.Flowers = append(state.Herbarium.Flowers, HerbariumFlowerState{
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ID: id,
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Unlocked: flower.Unlocked,
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})
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}
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flowers := make([]FlowerState, 0, len(g.Terrain.Flowers))
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for pos, flower := range g.Terrain.Flowers {
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flowers = append(flowers, FlowerState{ID: flower.ID, Location: pos})
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}
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state.Terrain = TerrainState{
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Temperature: g.Terrain.Temp.Seed(),
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Humidity: g.Terrain.Humid.Seed(),
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Variant: g.Terrain.Variant.Seed(),
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PlaceX: g.Terrain.PlaceX.Seed(),
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PlaceY: g.Terrain.PlaceY.Seed(),
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Flowers: flowers,
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}
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state.View.Center = g.Terrain.Center
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return state
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}
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func (g *Game) TogglePause() {
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if g.Speed == GameSpeedPaused {
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g.Resume()
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@ -58,6 +58,7 @@ func (c *GameControls) toolChanged(state interface{}) {
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for _, control := range c.flowers.Buttons {
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button := control.(*BuyFlowerButton)
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button.IsActive = button.FlowerID == flowerID
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button.IsDisabled = !c.game.Herbarium.IsUnlocked(button.FlowerID)
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}
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_, shovel := tool.(*ShovelTool)
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c.shovel.IsActive = shovel
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@ -103,13 +104,22 @@ func (c *GameControls) Init(ctx *Context) error {
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c.menu.Background = MustHexColor("#356dad")
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c.menu.Buttons = []Control{
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NewIconButton("control-settings", EmptyEvent(func() {})),
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NewIconButton("control-save", EmptyEvent(func() {})),
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NewIconButton("control-load", EmptyEvent(func() {})),
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NewIconButton("control-settings", func(*Context) {}),
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NewIconButton("control-save", func(*Context) { c.game.Save() }),
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NewIconButton("control-load", func(ctx *Context) {
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c.game.Load()
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for _, b := range c.flowers.Buttons {
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button := b.(*BuyFlowerButton)
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flower, ok := c.game.Herbarium.Find(button.FlowerID)
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if ok {
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button.Update(ctx, flower)
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}
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}
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}),
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}
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c.shovel = NewIconButtonConfig("control-shovel", func(*Context) { c.game.SelectShovel() }, func(b *IconButton) { b.IconHeight = 48 })
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c.research = NewIconButtonConfig("control-research", func(*Context) { c.game.SelectResearch() }, func(b *IconButton) { b.IconHeight = 48 })
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c.shovel = NewIconButtonConfig("control-shovel", func(*Context) { c.game.SelectShovel() }, func(b *IconButton) { b.IconHeight = 32 })
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c.research = NewIconButtonConfig("control-research", func(*Context) { c.game.SelectResearch() }, func(b *IconButton) { b.IconHeight = 32 })
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c.otherTools.Buttons = []Control{c.shovel, c.research}
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c.Container.AddChild(&c.menu)
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54
gamestate.go
Normal file
54
gamestate.go
Normal file
@ -0,0 +1,54 @@
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package tins2020
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type FlowerState struct {
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ID string
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Location Point
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}
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type GameState struct {
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Balance int
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Speed GameSpeed
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Herbarium HerbariumState
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Terrain TerrainState
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View ViewState
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}
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type HerbariumState struct {
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Flowers []HerbariumFlowerState
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}
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type HerbariumFlowerState struct {
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ID string
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Unlocked bool
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}
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type TerrainState struct {
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Temperature int64
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Humidity int64
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Variant int64
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PlaceX int64
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PlaceY int64
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Flowers []FlowerState
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}
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type ViewState struct {
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Center Point
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}
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func (s *GameState) Serialize(name string) error {
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path, err := UserFile(name)
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if err != nil {
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return err
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}
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return EncodeJSON(path, &s)
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}
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func (s *GameState) Deserialize(name string) error {
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path, err := UserFile(name)
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if err != nil {
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return err
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}
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return DecodeJSON(path, &s)
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}
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func SaveGameName() string { return "savegame.json" }
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72
herbarium.go
72
herbarium.go
@ -11,7 +11,69 @@ type Herbarium struct {
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}
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func NewHerbarium() Herbarium {
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return Herbarium{map[string]FlowerDescriptor{}, nil}
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h := Herbarium{map[string]FlowerDescriptor{}, nil}
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h.Reset()
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return h
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}
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func (h *Herbarium) Reset() {
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h.flowers = map[string]FlowerDescriptor{}
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h.order = nil
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h.Add("anemone", FlowerDescriptor{
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Name: "Anemone",
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Description: "A very generic flower that thrives in a temperate climate.",
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IconTemplate: "flower-anemone-%s",
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BuyPrice: 10,
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SellPrice: 3,
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Traits: NewAnemoneTraits(),
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Unlocked: true,
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})
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h.Add("loosestrife", FlowerDescriptor{
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Name: "Loosestrife",
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Description: "A simple flower that will spread in temperate and wet climates.",
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IconTemplate: "flower-loosestrife-%s",
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BuyPrice: 100,
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SellPrice: 20,
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Traits: NewLoosestrifeTraits(),
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Unlocked: true,
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})
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h.Add("coneflower", FlowerDescriptor{
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Name: "Coneflower",
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Description: "A beautifull flower that can withstand hotter climates.",
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IconTemplate: "flower-coneflower-%s",
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BuyPrice: 500,
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SellPrice: 100,
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Traits: NewConeflowerTraits(),
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Unlocked: true,
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})
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h.Add("tulip", FlowerDescriptor{
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Name: "Tulip",
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Description: "A lovely flower that prefers a bit humid and colder climates.",
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IconTemplate: "flower-tulip-%s",
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BuyPrice: 20000,
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SellPrice: 5000,
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Traits: NewTulipTraits(),
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Unlocked: true,
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})
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h.Add("ajuga", FlowerDescriptor{
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Name: "Ajuga",
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Description: "A flower that is resitant to cold climates and spreads very easily.",
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IconTemplate: "flower-ajuga-%s",
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BuyPrice: 100000,
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SellPrice: 10000,
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Traits: NewAjugaTraits(),
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Unlocked: true,
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})
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}
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func (h *Herbarium) Update(id string, update func(*FlowerDescriptor)) {
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flower, ok := h.flowers[id]
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if !ok {
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return
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}
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update(&flower)
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h.flowers[id] = flower
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}
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type FlowerDescriptor struct {
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@ -44,3 +106,11 @@ func (h *Herbarium) Find(id string) (FlowerDescriptor, bool) {
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}
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func (h *Herbarium) Flowers() []string { return h.order }
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func (h *Herbarium) IsUnlocked(id string) bool {
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flower, ok := h.flowers[id]
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if !ok {
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return false
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}
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return flower.Unlocked
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}
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1
map.go
1
map.go
@ -7,6 +7,7 @@ type Map struct {
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PlaceX NoiseMap // displacement map of props
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PlaceY NoiseMap
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Center Point
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Flowers map[Point]Flower
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}
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35
noisemap.go
35
noisemap.go
@ -2,7 +2,18 @@ package tins2020
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import "opslag.de/schobers/geom/noise"
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func clipNormalized(x float64) float64 {
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if x < 0 {
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return 0
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}
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if x > 1 {
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return 1
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}
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return x
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}
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type NoiseMap interface {
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Seed() int64
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Value(x, y int32) float64
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}
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@ -15,32 +26,24 @@ func NewNoiseMap(seed int64) NoiseMap {
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}
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}
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func NewRandomNoiseMap(seed int64) NoiseMap {
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return &randomNoiseMap{noise.NewPerlin(seed)}
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}
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type noiseMap struct {
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noise *noise.Perlin
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alpha, beta float64
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harmonics int
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}
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func clipNormalized(x float64) float64 {
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if x < 0 {
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return 0
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}
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if x > 1 {
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return 1
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}
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||||
return x
|
||||
}
|
||||
|
||||
// Value generates the noise value for an x/y pair.
|
||||
func (m *noiseMap) Value(x, y int32) float64 {
|
||||
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)
|
||||
}
|
||||
|
||||
func (m noiseMap) Seed() int64 { return m.noise.Seed }
|
||||
|
||||
func NewRandomNoiseMap(seed int64) NoiseMap {
|
||||
return &randomNoiseMap{noise.NewPerlin(seed)}
|
||||
}
|
||||
|
||||
type randomNoiseMap struct {
|
||||
*noise.Perlin
|
||||
}
|
||||
@ -50,3 +53,5 @@ 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 (m randomNoiseMap) Seed() int64 { return m.Perlin.Seed }
|
||||
|
@ -6,6 +6,10 @@ import (
|
||||
"github.com/veandco/go-sdl2/sdl"
|
||||
)
|
||||
|
||||
func mapToTile(q PointF) Point {
|
||||
return Pt(int32(Round32(q.X)), int32(Round32(q.Y)))
|
||||
}
|
||||
|
||||
type projection struct {
|
||||
center PointF
|
||||
zoom float32
|
||||
@ -41,7 +45,7 @@ func (p *projection) screenToMap(x, y int32) PointF {
|
||||
|
||||
func (p *projection) screenToMapInt(x, y int32) Point {
|
||||
pos := p.screenToMap(x, y)
|
||||
return Pt(int32(Round32(pos.X)), int32(Round32(pos.Y)))
|
||||
return mapToTile(pos)
|
||||
}
|
||||
|
||||
func (p *projection) screenToMapRel(x, y int32) PointF {
|
||||
|
@ -8,38 +8,14 @@ import (
|
||||
|
||||
type terrainRenderer struct {
|
||||
game *Game
|
||||
terrain *Map
|
||||
hover *Point
|
||||
project projection
|
||||
|
||||
drag Drageable
|
||||
}
|
||||
|
||||
type Drageable struct {
|
||||
start *Point
|
||||
dragged bool
|
||||
}
|
||||
|
||||
func (d *Drageable) Cancel() { d.start = nil }
|
||||
|
||||
func (d *Drageable) IsDragging() bool { return d.start != nil }
|
||||
|
||||
func (d *Drageable) HasDragged() bool { return d.dragged }
|
||||
|
||||
func (d *Drageable) Move(p Point) Point {
|
||||
delta := p.Sub(*d.start)
|
||||
d.start = &p
|
||||
d.dragged = true
|
||||
return delta
|
||||
}
|
||||
|
||||
func (d *Drageable) Start(p Point) {
|
||||
d.start = &p
|
||||
d.dragged = false
|
||||
}
|
||||
|
||||
func NewTerrainRenderer(game *Game) Control {
|
||||
return &terrainRenderer{game: game, terrain: game.Terrain, project: newProjection()}
|
||||
return &terrainRenderer{game: game, project: newProjection()}
|
||||
}
|
||||
|
||||
func (r *terrainRenderer) Arrange(ctx *Context, _ Rectangle) {
|
||||
@ -47,6 +23,11 @@ func (r *terrainRenderer) Arrange(ctx *Context, _ Rectangle) {
|
||||
}
|
||||
|
||||
func (r *terrainRenderer) Init(ctx *Context) error {
|
||||
r.game.CenterChanged().RegisterItf(func(state interface{}) {
|
||||
center := state.(Point)
|
||||
r.project.center = center.ToPtF()
|
||||
r.project.update(ctx.Renderer)
|
||||
})
|
||||
r.project.update(ctx.Renderer)
|
||||
return nil
|
||||
}
|
||||
@ -78,6 +59,7 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
|
||||
}
|
||||
if e.Type == sdl.MOUSEBUTTONUP {
|
||||
if r.drag.IsDragging() {
|
||||
r.game.Terrain.Center = mapToTile(r.project.center)
|
||||
r.drag.Cancel()
|
||||
}
|
||||
}
|
||||
@ -113,8 +95,9 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
|
||||
}
|
||||
|
||||
func (r *terrainRenderer) Render(ctx *Context) {
|
||||
terrain := r.game.Terrain
|
||||
toTileTexture := func(x, y int32) *Texture {
|
||||
temp := r.terrain.Temp.Value(x, y)
|
||||
temp := terrain.Temp.Value(x, y)
|
||||
if temp < .35 {
|
||||
return ctx.Textures.Texture("tile-snow")
|
||||
}
|
||||
@ -178,14 +161,14 @@ func (r *terrainRenderer) Render(ctx *Context) {
|
||||
}
|
||||
|
||||
toItemTexture := func(x, y int32) *Texture {
|
||||
variant := r.terrain.Variant.Value(x, y)
|
||||
flower, ok := r.terrain.Flowers[Pt(x, y)]
|
||||
variant := terrain.Variant.Value(x, y)
|
||||
flower, ok := terrain.Flowers[Pt(x, y)]
|
||||
if ok {
|
||||
desc, _ := r.game.Herbarium.Find(flower.ID)
|
||||
return ctx.Textures.Texture(desc.IconTemplate.Variant(variantToInt(variant)))
|
||||
}
|
||||
temp := r.terrain.Temp.Value(x, y)
|
||||
humid := r.terrain.Humid.Value(x, y)
|
||||
temp := terrain.Temp.Value(x, y)
|
||||
humid := terrain.Humid.Value(x, y)
|
||||
return toPropTexture(temp, humid, variant)
|
||||
}
|
||||
|
||||
@ -209,16 +192,8 @@ func (r *terrainRenderer) Render(ctx *Context) {
|
||||
return
|
||||
}
|
||||
|
||||
placeX, placeY := r.terrain.PlaceX.Value(x, y), r.terrain.PlaceY.Value(x, y)
|
||||
placeX, placeY := terrain.PlaceX.Value(x, y), terrain.PlaceY.Value(x, y)
|
||||
pos = r.project.mapToScreenF(float32(x)-.2+float32(.9*placeX-.45), float32(y)-.2+float32(.9*placeY-.45))
|
||||
text.CopyResize(ctx.Renderer, r.project.screenToTileRect(pos))
|
||||
})
|
||||
|
||||
// gfx.RectangleColor(ctx.Renderer, r.project.windowRect.X, r.project.windowRect.Y, r.project.windowRect.X+r.project.windowRect.W, r.project.windowRect.Y+r.project.windowRect.H, sdl.Color{R: 255, A: 255})
|
||||
// for y := int32(-40); y < 40; y++ {
|
||||
// for x := int32(-40); x < 40; x++ {
|
||||
// pos := r.project.mapToScreen(x, y)
|
||||
// ctx.Fonts.Font("debug").RenderCopy(ctx.Renderer, fmt.Sprintf("(%d, %d)", x, y), pos, sdl.Color{R: 255, A: 255})
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user