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No commits in common. "a72f4166503c4e2c5e6eb4164fa3be73b133c549" and "3a8ad733a4564167716a65cca56e8ec3ce832747" have entirely different histories.
a72f416650
...
3a8ad733a4
14
buttonbar.go
14
buttonbar.go
@ -6,7 +6,6 @@ type ButtonBar struct {
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Container
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Background sdl.Color
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ButtonLength int32
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Orientation Orientation
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Buttons []Control
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}
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@ -22,24 +21,19 @@ func (b *ButtonBar) Init(ctx *Context) error {
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func (b *ButtonBar) Arrange(ctx *Context, bounds Rectangle) {
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b.Container.Arrange(ctx, bounds)
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length := b.ButtonLength
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switch b.Orientation {
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case OrientationHorizontal:
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if length == 0 {
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length = bounds.H
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}
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length := bounds.H
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offset := bounds.X
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for i := range b.Buttons {
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b.Buttons[i].Arrange(ctx, RectSize(offset, bounds.Y, length, bounds.H))
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b.Buttons[i].Arrange(ctx, RectSize(offset, bounds.Y, length, length))
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offset += length
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}
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default:
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if length == 0 {
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length = bounds.W
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}
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length := bounds.W
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offset := bounds.Y
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for i := range b.Buttons {
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b.Buttons[i].Arrange(ctx, RectSize(bounds.X, offset, bounds.W, length))
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b.Buttons[i].Arrange(ctx, RectSize(bounds.X, offset, length, length))
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offset += length
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}
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}
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@ -38,39 +38,29 @@ 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) updateTexts(ctx *Context) error {
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text := b.fmtTooltipText()
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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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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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@ -86,9 +76,9 @@ func (b *BuyFlowerButton) Render(ctx *Context) {
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mouseOverTexture := ctx.Textures.Texture("control-hover")
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pos := Pt(b.Bounds.X, b.Bounds.Y)
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iconTexture.CopyResize(ctx.Renderer, RectSize(pos.X, pos.Y-60, b.Bounds.W, 120))
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iconTexture.CopyResize(ctx.Renderer, RectSize(pos.X, pos.Y-40, buttonBarWidth, 120))
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if (b.IsMouseOver && !b.IsDisabled) || b.IsActive {
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mouseOverTexture.CopyResize(ctx.Renderer, b.Bounds)
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mouseOverTexture.Copy(ctx.Renderer, pos)
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}
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if b.hoverAnimation != nil {
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@ -96,8 +86,8 @@ func (b *BuyFlowerButton) Render(ctx *Context) {
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}
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if b.IsMouseOver {
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left := b.Bounds.W - 8 - b.hoverOffset
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top := pos.Y + b.Bounds.H - 20
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left := buttonBarWidth - 8 - b.hoverOffset
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top := pos.Y + buttonBarWidth - 20
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if left < 0 {
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part := Rect(-left, 0, b.hoverTexture.Size().X, b.hoverTexture.Size().Y)
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b.hoverTexture.CopyPart(ctx.Renderer, part, Pt(pos.X, top))
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@ -105,11 +95,6 @@ func (b *BuyFlowerButton) Render(ctx *Context) {
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b.hoverTexture.Copy(ctx.Renderer, Pt(pos.X+left, top))
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}
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} else {
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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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b.priceTexture.Copy(ctx.Renderer, Pt(pos.X+buttonBarWidth-8-b.priceTexture.Size().X, pos.Y+buttonBarWidth-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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@ -39,10 +39,6 @@ func (b *ControlBase) Handle(ctx *Context, event sdl.Event) {
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if b.IsMouseOver && e.Button == sdl.BUTTON_LEFT && e.Type == sdl.MOUSEBUTTONDOWN {
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b.Invoke(ctx, b.OnLeftMouseButtonClick)
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}
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case *sdl.WindowEvent:
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if e.Event == sdl.WINDOWEVENT_LEAVE {
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b.IsMouseOver = false
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}
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}
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}
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24
drageable.go
24
drageable.go
@ -1,24 +0,0 @@
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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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122
game.go
122
game.go
@ -14,7 +14,6 @@ type Game struct {
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Terrain *Map
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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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@ -41,13 +40,57 @@ 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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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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@ -116,8 +159,6 @@ 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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@ -127,44 +168,6 @@ 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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@ -187,14 +190,6 @@ 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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@ -209,33 +204,6 @@ 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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|
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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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|
@ -58,7 +58,6 @@ 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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@ -76,8 +75,7 @@ func (c *GameControls) Init(ctx *Context) error {
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c.game.SpeedChanged().RegisterItf(c.speedChanged)
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c.game.ToolChanged().RegisterItf(c.toolChanged)
|
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|
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c.flowers.Background = MustHexColor("#356dad")
|
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c.flowers.ButtonLength = 64
|
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c.flowers.Background = MustHexColor("#356dad") // brown alternative? #4ac69a
|
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|
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for _, id := range c.game.Herbarium.Flowers() {
|
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c.flowers.Buttons = append(c.flowers.Buttons, c.createBuyFlowerButton(id))
|
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@ -104,22 +102,13 @@ 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", func(*Context) {}),
|
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NewIconButton("control-save", func(*Context) { c.game.Save() }),
|
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NewIconButton("control-load", func(ctx *Context) {
|
||||
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 {
|
||||
button.Update(ctx, flower)
|
||||
}
|
||||
}
|
||||
}),
|
||||
NewIconButton("control-settings", EmptyEvent(func() {})),
|
||||
NewIconButton("control-save", EmptyEvent(func() {})),
|
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NewIconButton("control-load", EmptyEvent(func() {})),
|
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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 = 32 })
|
||||
c.research = NewIconButtonConfig("control-research", func(*Context) { c.game.SelectResearch() }, func(b *IconButton) { b.IconHeight = 32 })
|
||||
c.shovel = NewIconButtonConfig("control-shovel", func(*Context) { c.game.SelectShovel() }, func(b *IconButton) { b.IconHeight = 48 })
|
||||
c.research = NewIconButtonConfig("control-research", func(*Context) { c.game.SelectResearch() }, func(b *IconButton) { b.IconHeight = 48 })
|
||||
c.otherTools.Buttons = []Control{c.shovel, c.research}
|
||||
|
||||
c.Container.AddChild(&c.menu)
|
||||
|
54
gamestate.go
54
gamestate.go
@ -1,54 +0,0 @@
|
||||
package tins2020
|
||||
|
||||
type FlowerState struct {
|
||||
ID string
|
||||
Location Point
|
||||
}
|
||||
|
||||
type GameState struct {
|
||||
Balance int
|
||||
Speed GameSpeed
|
||||
Herbarium HerbariumState
|
||||
Terrain TerrainState
|
||||
View ViewState
|
||||
}
|
||||
|
||||
type HerbariumState struct {
|
||||
Flowers []HerbariumFlowerState
|
||||
}
|
||||
|
||||
type HerbariumFlowerState struct {
|
||||
ID string
|
||||
Unlocked bool
|
||||
}
|
||||
|
||||
type TerrainState struct {
|
||||
Temperature int64
|
||||
Humidity int64
|
||||
Variant int64
|
||||
PlaceX int64
|
||||
PlaceY int64
|
||||
Flowers []FlowerState
|
||||
}
|
||||
|
||||
type ViewState struct {
|
||||
Center Point
|
||||
}
|
||||
|
||||
func (s *GameState) Serialize(name string) error {
|
||||
path, err := UserFile(name)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
return EncodeJSON(path, &s)
|
||||
}
|
||||
|
||||
func (s *GameState) Deserialize(name string) error {
|
||||
path, err := UserFile(name)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
return DecodeJSON(path, &s)
|
||||
}
|
||||
|
||||
func SaveGameName() string { return "savegame.json" }
|
72
herbarium.go
72
herbarium.go
@ -11,69 +11,7 @@ type Herbarium struct {
|
||||
}
|
||||
|
||||
func NewHerbarium() Herbarium {
|
||||
h := Herbarium{map[string]FlowerDescriptor{}, nil}
|
||||
h.Reset()
|
||||
return h
|
||||
}
|
||||
|
||||
func (h *Herbarium) Reset() {
|
||||
h.flowers = map[string]FlowerDescriptor{}
|
||||
h.order = nil
|
||||
|
||||
h.Add("anemone", FlowerDescriptor{
|
||||
Name: "Anemone",
|
||||
Description: "A very generic flower that thrives in a temperate climate.",
|
||||
IconTemplate: "flower-anemone-%s",
|
||||
BuyPrice: 10,
|
||||
SellPrice: 3,
|
||||
Traits: NewAnemoneTraits(),
|
||||
Unlocked: true,
|
||||
})
|
||||
h.Add("loosestrife", FlowerDescriptor{
|
||||
Name: "Loosestrife",
|
||||
Description: "A simple flower that will spread in temperate and wet climates.",
|
||||
IconTemplate: "flower-loosestrife-%s",
|
||||
BuyPrice: 100,
|
||||
SellPrice: 20,
|
||||
Traits: NewLoosestrifeTraits(),
|
||||
Unlocked: true,
|
||||
})
|
||||
h.Add("coneflower", FlowerDescriptor{
|
||||
Name: "Coneflower",
|
||||
Description: "A beautifull flower that can withstand hotter climates.",
|
||||
IconTemplate: "flower-coneflower-%s",
|
||||
BuyPrice: 500,
|
||||
SellPrice: 100,
|
||||
Traits: NewConeflowerTraits(),
|
||||
Unlocked: true,
|
||||
})
|
||||
h.Add("tulip", FlowerDescriptor{
|
||||
Name: "Tulip",
|
||||
Description: "A lovely flower that prefers a bit humid and colder climates.",
|
||||
IconTemplate: "flower-tulip-%s",
|
||||
BuyPrice: 20000,
|
||||
SellPrice: 5000,
|
||||
Traits: NewTulipTraits(),
|
||||
Unlocked: true,
|
||||
})
|
||||
h.Add("ajuga", FlowerDescriptor{
|
||||
Name: "Ajuga",
|
||||
Description: "A flower that is resitant to cold climates and spreads very easily.",
|
||||
IconTemplate: "flower-ajuga-%s",
|
||||
BuyPrice: 100000,
|
||||
SellPrice: 10000,
|
||||
Traits: NewAjugaTraits(),
|
||||
Unlocked: true,
|
||||
})
|
||||
}
|
||||
|
||||
func (h *Herbarium) Update(id string, update func(*FlowerDescriptor)) {
|
||||
flower, ok := h.flowers[id]
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
update(&flower)
|
||||
h.flowers[id] = flower
|
||||
return Herbarium{map[string]FlowerDescriptor{}, nil}
|
||||
}
|
||||
|
||||
type FlowerDescriptor struct {
|
||||
@ -106,11 +44,3 @@ func (h *Herbarium) Find(id string) (FlowerDescriptor, bool) {
|
||||
}
|
||||
|
||||
func (h *Herbarium) Flowers() []string { return h.order }
|
||||
|
||||
func (h *Herbarium) IsUnlocked(id string) bool {
|
||||
flower, ok := h.flowers[id]
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
return flower.Unlocked
|
||||
}
|
||||
|
2
io.go
2
io.go
@ -33,7 +33,7 @@ func UserDir() (string, error) {
|
||||
if err != nil {
|
||||
return "", err
|
||||
}
|
||||
dir := filepath.Join(config, "tins2020_flowers_sim")
|
||||
dir := filepath.Join(config, "tins2020")
|
||||
err = os.MkdirAll(dir, 0777)
|
||||
if err != nil {
|
||||
return "", err
|
||||
|
1
map.go
1
map.go
@ -7,7 +7,6 @@ type Map struct {
|
||||
PlaceX NoiseMap // displacement map of props
|
||||
PlaceY NoiseMap
|
||||
|
||||
Center Point
|
||||
Flowers map[Point]Flower
|
||||
}
|
||||
|
||||
|
37
noisemap.go
37
noisemap.go
@ -2,18 +2,7 @@ package tins2020
|
||||
|
||||
import "opslag.de/schobers/geom/noise"
|
||||
|
||||
func clipNormalized(x float64) float64 {
|
||||
if x < 0 {
|
||||
return 0
|
||||
}
|
||||
if x > 1 {
|
||||
return 1
|
||||
}
|
||||
return x
|
||||
}
|
||||
|
||||
type NoiseMap interface {
|
||||
Seed() int64
|
||||
Value(x, y int32) float64
|
||||
}
|
||||
|
||||
@ -26,22 +15,30 @@ func NewNoiseMap(seed int64) NoiseMap {
|
||||
}
|
||||
}
|
||||
|
||||
func NewRandomNoiseMap(seed int64) NoiseMap {
|
||||
return &randomNoiseMap{noise.NewPerlin(seed)}
|
||||
}
|
||||
|
||||
type noiseMap struct {
|
||||
noise *noise.Perlin
|
||||
alpha, beta float64
|
||||
harmonics int
|
||||
}
|
||||
|
||||
// Value generates the noise value for an x/y pair.
|
||||
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 clipNormalized(x float64) float64 {
|
||||
if x < 0 {
|
||||
return 0
|
||||
}
|
||||
if x > 1 {
|
||||
return 1
|
||||
}
|
||||
return x
|
||||
}
|
||||
|
||||
func (m noiseMap) Seed() int64 { return m.noise.Seed }
|
||||
|
||||
func NewRandomNoiseMap(seed int64) NoiseMap {
|
||||
return &randomNoiseMap{noise.NewPerlin(seed)}
|
||||
// Value generates the noise value for an x/y pair.
|
||||
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 {
|
||||
@ -53,5 +50,3 @@ 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 }
|
||||
|
@ -6,10 +6,6 @@ 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
|
||||
@ -45,7 +41,7 @@ func (p *projection) screenToMap(x, y int32) PointF {
|
||||
|
||||
func (p *projection) screenToMapInt(x, y int32) Point {
|
||||
pos := p.screenToMap(x, y)
|
||||
return mapToTile(pos)
|
||||
return Pt(int32(Round32(pos.X)), int32(Round32(pos.Y)))
|
||||
}
|
||||
|
||||
func (p *projection) screenToMapRel(x, y int32) PointF {
|
||||
|
@ -8,14 +8,38 @@ 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, project: newProjection()}
|
||||
return &terrainRenderer{game: game, terrain: game.Terrain, project: newProjection()}
|
||||
}
|
||||
|
||||
func (r *terrainRenderer) Arrange(ctx *Context, _ Rectangle) {
|
||||
@ -23,11 +47,6 @@ 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
|
||||
}
|
||||
@ -59,7 +78,6 @@ 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()
|
||||
}
|
||||
}
|
||||
@ -91,18 +109,12 @@ func (r *terrainRenderer) Handle(ctx *Context, event sdl.Event) {
|
||||
r.project.update(ctx.Renderer)
|
||||
}
|
||||
}
|
||||
case *sdl.WindowEvent:
|
||||
if e.Event == sdl.WINDOWEVENT_LEAVE {
|
||||
r.hover = nil
|
||||
r.project.update(ctx.Renderer)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (r *terrainRenderer) Render(ctx *Context) {
|
||||
terrain := r.game.Terrain
|
||||
toTileTexture := func(x, y int32) *Texture {
|
||||
temp := terrain.Temp.Value(x, y)
|
||||
temp := r.terrain.Temp.Value(x, y)
|
||||
if temp < .35 {
|
||||
return ctx.Textures.Texture("tile-snow")
|
||||
}
|
||||
@ -166,14 +178,14 @@ func (r *terrainRenderer) Render(ctx *Context) {
|
||||
}
|
||||
|
||||
toItemTexture := func(x, y int32) *Texture {
|
||||
variant := terrain.Variant.Value(x, y)
|
||||
flower, ok := terrain.Flowers[Pt(x, y)]
|
||||
variant := r.terrain.Variant.Value(x, y)
|
||||
flower, ok := r.terrain.Flowers[Pt(x, y)]
|
||||
if ok {
|
||||
desc, _ := r.game.Herbarium.Find(flower.ID)
|
||||
return ctx.Textures.Texture(desc.IconTemplate.Variant(variantToInt(variant)))
|
||||
}
|
||||
temp := terrain.Temp.Value(x, y)
|
||||
humid := terrain.Humid.Value(x, y)
|
||||
temp := r.terrain.Temp.Value(x, y)
|
||||
humid := r.terrain.Humid.Value(x, y)
|
||||
return toPropTexture(temp, humid, variant)
|
||||
}
|
||||
|
||||
@ -197,8 +209,16 @@ func (r *terrainRenderer) Render(ctx *Context) {
|
||||
return
|
||||
}
|
||||
|
||||
placeX, placeY := terrain.PlaceX.Value(x, y), terrain.PlaceY.Value(x, y)
|
||||
placeX, placeY := r.terrain.PlaceX.Value(x, y), r.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