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map.go
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map.go
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package main
import (
"fmt"
"image"
"math"
"github.com/faiface/pixel"
)
type gameMap struct {
}
var colorDefinitions map[string]pixel.RGBA
func (m *gameMap) newMap(level int) {
mapFile := ""
switch level {
case 1:
global.gMapColor.generateColors(mapEasy)
mapFile = "map1.png"
case 2:
}
var img image.Image
var width float64
var height float64
img, width, height, _ = loadTexture(fmt.Sprintf("%v%v", wAssetMapsPath, mapFile))
size := width * height
// Initialize world.
global.gWorld.NewMap(width, height, size)
// Add "red" for each world piece.
ww := int(width)
hh := int(height)
for x := 0; x <= ww; x++ {
for y := 0; y <= hh; y++ {
r, g, b, _ := img.At(x, hh-y).RGBA()
add := false
if r == 0xFFFF && g == 0 && b == 0 {
add = true
} else {
for _, c := range global.gMapColor.entityCodes {
if c.r == r && c.g == g && c.b == b {
add = true
break
}
}
}
if add {
global.gWorld.SetPixel(x, y, uint32(0xFF0000FF))
}
}
}
// Paint map
m.paintMap()
// Build all chunks
global.gWorld.buildAllChunks()
items := make(map[objectType][]pixel.Vec)
for x := 0.0; x <= float64(global.gWorld.width); x++ {
for y := 0.0; y <= float64(global.gWorld.height); y++ {
r, g, b, _ := img.At(int(x), global.gWorld.height-int(y)).RGBA()
for t, c := range global.gMapColor.entityCodes {
if c.r == r && c.g == g && c.b == b {
tooClose := false
// This way we can add crates based on many pixels in the same place w/o floodfilling.
for _, c := range items[t] {
if distance(c, pixel.Vec{X: x, Y: y}) < 20 {
tooClose = true
break
}
}
if !tooClose {
items[t] = append(items[t], pixel.Vec{X: x, Y: y})
}
}
}
}
}
// NOTE: Z-order is applied depending on QT adding order.
// Hence we add player + enemies first.
for _, p := range items[itemDoor] {
w := &item{}
// Find floor.
for {
if global.gWorld.IsRegular(p.X, p.Y) {
w.newItem(p.X, p.Y+1, itemDoor)
break
}
p.Y--
}
}
//pcgGen := pcg{}
for _, p := range items[lampRegular] {
// Find floor.
for {
if global.gWorld.IsRegular(p.X, p.Y) {
l := &light{}
// pcgGen.GenerateLamp(int(p.X), int(p.Y-10))
l.create(p.X, p.Y-1, -90, 100, 50, pixel.RGBA{R: 0.8, G: 0.6, B: 0, A: 0.3}, false, 0)
break
}
p.Y++
}
}
// Should only be one player though.
for _, p := range items[mobPlayer] {
global.gPlayer.create(float64(p.X), float64(p.Y))
}
for _, p := range items[mobEnemy1] {
test := mob{
graphics: graphics{
sheetFile: fmt.Sprintf("%v%v", wAssetMobsPath, "enemy1.png"),
animated: true,
walkFrames: []int{8, 9, 10, 11, 12, 13, 14},
idleFrames: []int{0, 2, 3, 4, 5, 6},
shootFrames: []int{26},
jumpFrames: []int{15, 16, 17, 18, 19, 20},
climbFrames: []int{1, 7},
frameWidth: 12.0,
},
maxLife: 100.0,
phys: phys{speed: 100},
ai: &ai{},
}
test.create(p.X, p.Y)
}
// Place weapons
for _, p := range items[weaponAk47] {
w := &weapon{}
w.newWeapon(p.X, p.Y, weaponAk47)
}
// Place crates
for _, p := range items[itemCrate] {
w := &item{}
w.newItem(p.X, p.Y, itemCrate)
}
// Place portals
for _, p := range items[itemPortal] {
w := &item{}
w.newItem(p.X, p.Y, itemPortal)
}
// Cluster mines
for _, p := range items[explosiveClusterMine] {
w := &explosive{}
w.newExplosive(p.X, p.Y, explosiveClusterMine)
}
// Health Power ups
for _, p := range items[itemPowerupHealth] {
w := &item{}
w.newItem(p.X, p.Y, itemPowerupHealth)
}
// Place random lamps
//lamps := 20
// pcgGen := pcg{}
// for lamps != 0 {
// radius := float64(100 + global.gRand.rand()*5)
// if p, fit := global.gWorld.fitInWorld(10); fit {
// for !global.gWorld.IsRegular(p.X, p.Y) {
// p.Y++
// }
// // Check if lamp is close already.
// skip := false
// for _, b := range global.gWorld.qt.RetrieveIntersections(&Bounds{X: p.X - radius/2, Y: p.Y - radius/2, Width: radius * 2, Height: radius * 2}) {
// switch b.entity.(type) {
// case *light:
// skip = true
// break
// }
// }
// if !skip {
// l := &light{}
// pcgGen.GenerateLamp(int(p.X), int(p.Y))
// l.create(p.X, p.Y-5, -90, 100, radius, pixel.RGBA{0.8, 0.6, 0, 0.3}, false, 0)
// lamps--
// }
// }
// }
// Place items
// for regularMines != 0 {
// if p, fit := global.gWorld.fitInWorld(10); fit {
// w := &explosive{}
// if global.gRand.rand() > 9 {
// w.newExplosive(p.X, p.Y, explosiveClusterMine)
// } else {
// w.newExplosive(p.X, p.Y, explosiveRegularMine)
// }
// regularMines--
// }
// }
}
// paint generated map
// everything has to be performed in a specific order.
func (m *gameMap) paintMap() {
pcgGen := &pcg{}
for x := 0; x < global.gWorld.width; x++ {
for y := 0; y < global.gWorld.height; y++ {
p := global.gWorld.pixels[x*global.gWorld.width+y]
r := p >> 24 & 0xFF
g := p >> 16 & 0xFF
b := p >> 8 & 0xFF
if r == 0xFF && g == 0x00 && b == 0x00 {
v := global.gMapColor.backgroundSoft
// add some alpha to background
v &= wBackground32
global.gWorld.pixels[x*global.gWorld.width+y] = v
} else if r == 0x00 && g == 0x00 && b == 0x00 {
v := global.gMapColor.background
global.gWorld.pixels[x*global.gWorld.width+y] = v
}
}
}
// Ladders
color := global.gMapColor.ladders
for x := 0; x < global.gWorld.width; x++ {
for y := 0; y < global.gWorld.height; y++ {
if y+1 < global.gWorld.height && x+60 < global.gWorld.width && x > 0 && y > 0 {
before := global.gWorld.pixels[(x-1)*global.gWorld.width+y] & 0xFF
point := global.gWorld.pixels[x*global.gWorld.width+y] & 0xFF
after := global.gWorld.pixels[(x+1)*global.gWorld.width+y] & 0xFF
above := global.gWorld.pixels[x*global.gWorld.width+y+1] & 0xFF
long := global.gWorld.pixels[(x+60)*global.gWorld.width+y] & 0xFF
long2Above := global.gWorld.pixels[(x+22)*global.gWorld.width+y+1] & 0xFF
long2Before := global.gWorld.pixels[(x+21)*global.gWorld.width+y] & 0xFF
long2 := global.gWorld.pixels[(x+22)*global.gWorld.width+y] & 0xFF
if ((above == wBackground8 || above == wShadow8) && point == 0xFF && before == 0xFF && (after == wBackground8 || after == wShadow8) && long == 0xFF) ||
(above == wBackground8 && point == wBackground8 && after == wBackground8 && before == wBackground8 && long2 == 0xFF && long2Above == wBackground8 && long2Before == wBackground8) {
for i := 5; i < 18; i++ {
if i == 5 || i == 17 {
for n := 0; n < 500000; n++ {
if y-n > 0 {
if (global.gWorld.pixels[(x+i)*global.gWorld.width+y-n]&0xFF == wBackground8 || global.gWorld.pixels[(x+i)*global.gWorld.width+y-n]&0xFF == wShadow8) && global.gWorld.pixels[(x+i)*global.gWorld.width+y-n]&0xFF != wLadder8 {
global.gWorld.pixels[(x+i)*global.gWorld.width+y-n] = color & wLadder32
// Shadows
if global.gWorld.pixels[(x+i+1)*global.gWorld.width+y-n-1]&0xFF != 0xFF {
global.gWorld.pixels[(x+i+1)*global.gWorld.width+y-n-1] &= 0x555555FF & wLadder32
}
} else {
break
}
}
}
}
for n := 0; ; n += 5 {
if y-n > 0 {
if global.gWorld.pixels[(x+i)*global.gWorld.width+y-n]&0xFF == wBackground8 || global.gWorld.pixels[(x+i)*global.gWorld.width+y-n]&0xFF == wShadow8 {
global.gWorld.pixels[(x+i)*global.gWorld.width+y-n] = color & wLadder32
// Dont shadow above walls
if global.gWorld.pixels[(x+i+1)*global.gWorld.width+y-n-1]&0xFF != 0xFF {
global.gWorld.pixels[(x+i+1)*global.gWorld.width+y-n-1] &= 0x555555FF & wLadder32
}
} else {
break
}
} else {
break
}
}
}
}
// Make shadows
if y-5 > 0 && x+5 < global.gWorld.width {
below := global.gWorld.pixels[x*global.gWorld.width+y-1]
right := global.gWorld.pixels[(x+1)*global.gWorld.width+y]
if (below&0xFF == wShadow8 || below&0xFF == wBackground8) && point&0xFF == 0xFF {
for i := 1; i < wShadowLength; i++ {
p := global.gWorld.pixels[(x+i)*global.gWorld.width+y-i]
if p&0xFF != wShadow8 && p&0xFF != 0xFF {
r := uint32(math.Ceil(float64(p>>24&0xFF) / wShadowDepth))
g := uint32(math.Ceil(float64(p>>16&0xFF) / wShadowDepth))
b := uint32(math.Ceil(float64(p>>8&0xFF) / wShadowDepth))
global.gWorld.pixels[(x+i)*global.gWorld.width+y-i] = r&0xFF<<24 | g&0xFF<<16 | b&0xFF<<8 | wShadow8&0xFF
}
}
}
if (right&0xFF == wShadow8 || right&0xFF == wBackground8) && point&0xFF == 0xFF {
for i := 0; i < wShadowLength; i++ {
p := global.gWorld.pixels[(x+i)*global.gWorld.width+y-i]
if p&0xFF != wShadow8 && p&0xFF != 0xFF {
r := uint32(math.Ceil(float64(p>>24&0xFF) / wShadowDepth))
g := uint32(math.Ceil(float64(p>>16&0xFF) / wShadowDepth))
b := uint32(math.Ceil(float64(p>>8&0xFF) / wShadowDepth))
global.gWorld.pixels[(x+i)*global.gWorld.width+y-i] = r&0xFF<<24 | g&0xFF<<16 | b&0xFF<<8 | wShadow8&0xFF
}
p = global.gWorld.pixels[(x+i)*global.gWorld.width+y-i-1]
if p&0xFF != wShadow8 && p&0xFF != 0xFF && i < 4 {
r := uint32(math.Ceil(float64(p>>24&0xFF) / wShadowDepth))
g := uint32(math.Ceil(float64(p>>16&0xFF) / wShadowDepth))
b := uint32(math.Ceil(float64(p>>8&0xFF) / wShadowDepth))
global.gWorld.pixels[(x+i)*global.gWorld.width+y-i-1] = r&0xFF<<24 | g&0xFF<<16 | b&0xFF<<8 | wShadow8&0xFF
}
}
}
}
}
}
}
// Create objects/materials AFTER ladders otherwise we must take objects into account
// when generating ladders. Overhead with multiple loops, but easier.
// First walls
for x := 0; x < global.gWorld.width; x++ {
for y := 0; y < global.gWorld.height; y++ {
if y+1 < global.gWorld.height && x+1 < global.gWorld.width && x > 0 && y > 0 {
before := global.gWorld.pixels[(x-1)*global.gWorld.width+y] & 0xFF
point := global.gWorld.pixels[x*global.gWorld.width+y] & 0xFF
after := global.gWorld.pixels[(x+1)*global.gWorld.width+y] & 0xFF
above := global.gWorld.pixels[x*global.gWorld.width+y+1] & 0xFF
below := global.gWorld.pixels[x*global.gWorld.width+y-1] & 0xFF
// Roof
if point == 0xFF && (below == wBackground8 || below == wShadow8) {
pcgGen.MetalFlat(x, y, false)
}
// Walls
if point == 0xFF && (after == wBackground8 || after == wShadow8) {
pcgGen.MetalWall(x, y, false)
}
if point == 0xFF && (before == wBackground8 || before == wShadow8) {
pcgGen.MetalWall(x, y, true)
}
// Floor
if point == 0xFF && (above == wBackground8 || above == wShadow8) {
pcgGen.MetalFlat(x, y, true)
}
// Colored floor
if point == 0xFF && (above == wBackground8 || above == wShadow8) {
pcgGen.MetalFloor(x, y)
}
}
}
}
// Corners
for x := 0; x < global.gWorld.width; x++ {
for y := 0; y < global.gWorld.height; y++ {
if y+1 < global.gWorld.height && x+1 < global.gWorld.width && x > 0 && y > 0 {
before := global.gWorld.pixels[(x-1)*global.gWorld.width+y] & 0xFF
point := global.gWorld.pixels[x*global.gWorld.width+y] & 0xFF
after := global.gWorld.pixels[(x+1)*global.gWorld.width+y] & 0xFF
above := global.gWorld.pixels[x*global.gWorld.width+y+1] & 0xFF
below := global.gWorld.pixels[x*global.gWorld.width+y-1] & 0xFF
cornerRight := global.gWorld.pixels[(x+1)*global.gWorld.width+y-1] & 0xFF
cornerLeft := global.gWorld.pixels[(x-1)*global.gWorld.width+y+1] & 0xFF
cornerRight2 := global.gWorld.pixels[(x+1)*global.gWorld.width+y+1] & 0xFF
cornerLeft2 := global.gWorld.pixels[(x-1)*global.gWorld.width+y-1] & 0xFF
// corner to the left downwards
if point == 0xFF && (below == wBackground8 || below == wShadow8) && (before == wBackground8 || before == wShadow8) {
pcgGen.MetalCornerDown(x, y, true)
}
if point == 0xFF && (below == wBackground8 || below == wShadow8) && (after == wBackground8 || after == wShadow8) {
pcgGen.MetalCornerDown(x, y, false)
}
if point == 0xFF && (above == wBackground8 || above == wShadow8) && (after == wBackground8 || after == wShadow8) {
pcgGen.MetalCornerUp(x, y, true)
}
if point == 0xFF && (above == wBackground8 || above == wShadow8) && (before == wBackground8 || before == wShadow8) {
pcgGen.MetalCornerUp(x, y, false)
}
if point == 0xFF && after == 0xFF && (cornerRight == wShadow8 || cornerRight == wBackground8) && below == 0xFF && cornerLeft == 0xFF && above == 0xFF {
pcgGen.MetalCornerRight(x, y, false)
}
if point == 0xFF && before == 0xFF && (cornerLeft2 == wShadow8 || cornerLeft2 == wBackground8) && below == 0xFF && cornerRight2 == 0xFF && above == 0xFF {
pcgGen.MetalCornerRight(x, y, true)
}
if point == 0xFF && after == 0xFF && (cornerRight2 == wShadow8 || cornerRight2 == wBackground8) && above == 0xFF && cornerLeft2 == 0xFF && below == 0xFF {
pcgGen.MetalCornerLeft(x, y, false)
}
if point == 0xFF && before == 0xFF && after == 0xFF && (cornerLeft == wShadow8 || cornerLeft == wBackground8) && above == 0xFF && cornerRight == 0xFF && below == 0xFF {
pcgGen.MetalCornerLeft(x, y, true)
}
}
}
}
// Cracks in the wall?
// for x := 0; x < global.gWorld.width; x++ {
// for y := 0; y < global.gWorld.height; y++ {
// p := global.gWorld.pixels[x*global.gWorld.width+y] & 0xFF
// if p == wShadow8 || p == wBackground8 {
// if rand.Float64() < 0.0001 {
// pcgGen.GenerateBricks(x, y)
// }
// }
// }
// }
// Background gfx
for x := 0; x < global.gWorld.width; x++ {
for y := 0; y < global.gWorld.height; y++ {
if y+30 < global.gWorld.height && x+1 < global.gWorld.width && x > 0 && y > 0 {
p := global.gWorld.pixels[x*global.gWorld.width+y] & 0xFF
pp := global.gWorld.pixels[x*global.gWorld.width+y+1] & 0xFF
up := global.gWorld.pixels[x*global.gWorld.width+y+30] & 0xFF
upLow := global.gWorld.pixels[x*global.gWorld.width+y+5] & 0xFF
if p == 0xFF && (up == wBackground8 || up == wShadow8) && (pp == wShadow8 || pp == wBackground8) {
pcgGen.GenerateLine(x, y+30)
}
if p == 0xFF && (upLow == wBackground8 || upLow == wShadow8) && (pp == wShadow8 || pp == wBackground8) {
pcgGen.GenerateBottomLine(x, y+3)
}
}
}
}
// Air intake on floor
for x := 0; x < global.gWorld.width; x++ {
for y := 0; y < global.gWorld.height; y++ {
if y+30 < global.gWorld.height && x+1 < global.gWorld.width && x > 0 && y > 0 {
p := global.gWorld.pixels[x*global.gWorld.width+y] & 0xFF
pp := global.gWorld.pixels[x*global.gWorld.width+y+1] & 0xFF
upLow := global.gWorld.pixels[x*global.gWorld.width+y+5] & 0xFF
if p == 0xFF && (upLow == wBackground8 || upLow == wShadow8) && (pp == wShadow8 || pp == wBackground8) {
pcgGen.GenerateBottomAirIntake(x, y)
}
}
}
}
// Background gfx
for x := 0; x < global.gWorld.width; x++ {
for y := 0; y < global.gWorld.height; y++ {
if y+wDoorHeight < global.gWorld.height && x+wDoorLen < global.gWorld.width && x > 0 && y > 0 {
p := global.gWorld.pixels[x*global.gWorld.width+y] & 0xFF
pafter := global.gWorld.pixels[(x+wDoorLen)*global.gWorld.width+y+1] & 0xFF
pbelow := global.gWorld.pixels[(x+wDoorLen)*global.gWorld.width+y-1] & 0xFF
//pbelowLong := global.gWorld.pixels[x*global.gWorld.width+y-wDoorHeight-55] & 0xFF
pp := global.gWorld.pixels[x*global.gWorld.width+y+1] & 0xFF
up := global.gWorld.pixels[x*global.gWorld.width+y+wDoorHeight] & 0xFF
//down := global.gWorld.pixels[x*global.gWorld.width+y-1] & 0xFF
// if p == 0xFF && pbelowLong == 0xFF && (down == wShadow8 || down == wBackground8) {
// pcgGen.GenerateLamp(x, y-1)
// }
if pbelow != wBackground8 && pafter == wBackground8 && p == 0xFF && up == wBackground8 && pp == wBackground8 {
// Check there is no ladder
//skip := false
//for i := 0; i < wDoorLen; i++ {
// if global.gWorld.pixels[(x+i)*global.gWorld.width+y+1]&0xFF == wLadder8 {
// skip = true
// break
// }
//}
// if !skip {
// if pcgGen.GenerateDoor(x, y+1) {
// // save door position
// global.gWorld.doors = append(global.gWorld.doors, pixel.Vec{float64(x + wDoorLen/2), float64(y + 1)})
// }
// }
}
}
}
}
}