openquell/assets/loader-levels.go

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package assets
import (
_ "image/png"
"log"
"openquell/config"
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"openquell/util"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/solarlune/ldtkgo"
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)
var Project = LoadLDTK("levels")
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var Tiles = InitTiles()
type TileAnimation struct {
OnCollision bool // wether to animate a collision
OnDestruction bool // wether to animate destruction
OnIdle bool // wether to animate during idling
OnMoving bool // wether to animate during moving
CollisionSheet AnimationSet // an entry in assets.Animations[name]
DestructionSheet AnimationSet
IdleSheet AnimationSet
}
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// Tile: contains image, identifier (as used in level data) and
// additional properties
type Tile struct {
Id, Ref string
Sprite *ebiten.Image
ToggleSprite *ebiten.Image
Solid bool // wall brick
Player bool // player sphere
IsPrimary bool // primary player sphere
Renderable bool // visible, has sprite
Velocity bool // movable
Collectible bool // collectible, vanishes once collected
Transient bool // turns into brick wall when traversed
Destroyable bool // turns into empty floor when bumped into twice
Tiles []*ebiten.Image // has N sprites
TileNames []string // same thing, only the names
Obstacle bool // is an obstacle/enemy
Direction int // obstacle business end shows into this direction
Shader *ebiten.Shader
Alpha *ebiten.Image
Bond bool // denotes an entity which can have a relation to another
Door bool // a door, can be manipulated by a switch
Switch bool // opens|closes a door
Animation TileAnimation
}
func (tile *Tile) Clone() *Tile {
newtile := &Tile{
Id: tile.Id,
Ref: tile.Ref,
Sprite: tile.Sprite,
ToggleSprite: tile.ToggleSprite,
Solid: tile.Solid,
Player: tile.Player,
IsPrimary: tile.IsPrimary,
Renderable: tile.Renderable,
Velocity: tile.Velocity,
Collectible: tile.Collectible,
Transient: tile.Transient,
Destroyable: tile.Destroyable,
Tiles: tile.Tiles,
TileNames: tile.TileNames,
Obstacle: tile.Obstacle,
Direction: tile.Direction,
Alpha: tile.Alpha,
Shader: tile.Shader,
Bond: tile.Bond,
Door: tile.Door,
Switch: tile.Switch,
Animation: tile.Animation,
}
return newtile
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}
const (
Primary bool = true
Secondary bool = false
)
func GetSprites(class []string) []*ebiten.Image {
sprites := []*ebiten.Image{}
for _, sprite := range class {
sprites = append(sprites, Assets[sprite])
}
return sprites
}
func NewTilePlayer(isprimary bool) *Tile {
tile := &Tile{
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Renderable: true,
Player: true,
Velocity: true,
IsPrimary: isprimary,
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}
// primary sprite is always the first one
tile.Tiles = []*ebiten.Image{Assets["sphere"], Assets["sphere-small"]}
return tile
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}
func NewTileBlock() *Tile {
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return &Tile{
Solid: true,
Renderable: true,
}
}
func NewTileCollectible() *Tile {
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return &Tile{
Solid: false,
Renderable: true,
Collectible: true,
Animation: TileAnimation{
OnDestruction: true,
DestructionSheet: Animations["collectible-detonating"],
OnIdle: true,
IdleSheet: Animations["collectible-idle"],
},
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}
}
func NewTileObstacle(direction int) *Tile {
return &Tile{
Solid: false,
Renderable: true,
Obstacle: true,
Direction: direction,
Velocity: true,
}
}
func NewTileTranswall() *Tile {
return &Tile{
Solid: false,
Renderable: true,
Transient: true,
}
}
func NewTileHiddenDoor(alpha string) *Tile {
return &Tile{
Solid: false,
Renderable: true,
Destroyable: true,
Alpha: Assets[alpha],
Shader: Shaders["destruct"],
}
}
func NewTileSwitch() *Tile {
return &Tile{
Solid: false,
Renderable: true,
Bond: true,
Switch: true,
}
}
func NewTileDoor() *Tile {
return &Tile{
Solid: false,
Renderable: true,
Bond: true,
Door: true,
}
}
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// used to map level data bytes to actual tiles
type TileRegistry map[string]*Tile
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func InitTiles() TileRegistry {
return TileRegistry{
"floor": {Renderable: false},
"default": NewTileBlock(),
"solidorange": NewTileBlock(),
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"PlayerPrimary": NewTilePlayer(Primary),
"PlayerSecondary": NewTilePlayer(Secondary),
"Collectible": NewTileCollectible(),
"ObstacleStar": NewTileObstacle(config.All),
"ObstacleNorth": NewTileObstacle(config.North),
"ObstacleSouth": NewTileObstacle(config.South),
"ObstacleWest": NewTileObstacle(config.West),
"ObstacleEast": NewTileObstacle(config.East),
"Transient": NewTileTranswall(),
"HiddenDoor": NewTileHiddenDoor("damage"),
"HiddenDoor2": NewTileHiddenDoor("damage"),
"HiddenDoor3": NewTileHiddenDoor("damage"),
"HiddenDoor4": NewTileHiddenDoor("damage"),
"HiddenDoor5": NewTileHiddenDoor("damage"),
"HiddenDoor6": NewTileHiddenDoor("damage"),
"HiddenDoor7": NewTileHiddenDoor("damage"),
"HiddenDoor8": NewTileHiddenDoor("damage"),
"HiddenDoor9": NewTileHiddenDoor("damage"),
"HiddenDoor10": NewTileHiddenDoor("damage"),
"HiddenDoor11": NewTileHiddenDoor("damage"),
"HiddenDoor12": NewTileHiddenDoor("damage"),
"HiddenDoor13": NewTileHiddenDoor("damage"),
"Switch": NewTileSwitch(),
"Door": NewTileDoor(),
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}
}
// load LDTK project at compile time into ram
func LoadLDTK(dir string) *ldtkgo.Project {
fd, err := assetfs.Open("levels/openquell.ldtk")
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if err != nil {
log.Fatalf("failed to open LDTK file levels/openquell.ldtk: %s", err)
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}
defer fd.Close()
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fileinfo, err := fd.Stat()
if err != nil {
log.Fatalf("failed to stat() LDTK file levels/openquell.ldtk: %s", err)
}
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filesize := fileinfo.Size()
buffer := make([]byte, filesize)
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_, err = fd.Read(buffer)
if err != nil {
log.Fatalf("failed to read bytes from LDTK file levels/openquell.ldtk: %s", err)
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}
project, err := ldtkgo.Read(buffer)
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if err != nil {
panic(err)
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}
// do some sanity checks
properties := []string{"minmoves", "level", "description"}
need := len(properties)
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for idx, level := range project.Levels {
have := 0
for _, property := range level.Properties {
if util.Contains(properties, property.Identifier) {
have++
}
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}
if have != need {
log.Fatalf("level definition for level %d (%s) invalid: %d missing properties\n required: %s",
idx, level.Identifier, need-have, strings.Join(properties, ", "),
)
}
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}
return project
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}