259 lines
6.3 KiB
Go
259 lines
6.3 KiB
Go
package assets
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import (
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_ "image/png"
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"log"
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"openquell/config"
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"openquell/util"
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"strings"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/solarlune/ldtkgo"
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)
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var Project = LoadLDTK("levels")
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var Tiles = InitTiles()
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// Tile: contains image, identifier (as used in level data) and
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// additional properties
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type Tile struct {
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Id byte
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Sprite *ebiten.Image
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Class string
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Solid bool // wall brick
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Player bool // player sphere
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IsPrimary bool // primary player sphere
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Renderable bool // visible, has sprite
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Velocity bool // movable
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Collectible bool // collectible, vanishes once collected
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Transient bool // turns into brick wall when traversed
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Destroyable bool // turns into empty floor when bumped into twice
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Particle int // -1=unused, 0-3 = show image of slice
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Tiles []*ebiten.Image // has N sprites
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TileNames []string // same thing, only the names
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Obstacle bool // is an obstacle/enemy
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Direction int // obstacle business end shows into this direction
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}
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func (tile *Tile) Clone() *Tile {
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newtile := &Tile{
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Id: tile.Id,
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Sprite: tile.Sprite,
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Class: tile.Class,
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Solid: tile.Solid,
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Player: tile.Player,
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IsPrimary: tile.IsPrimary,
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Renderable: tile.Renderable,
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Velocity: tile.Velocity,
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Collectible: tile.Collectible,
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Transient: tile.Transient,
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Destroyable: tile.Destroyable,
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Particle: tile.Particle,
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Tiles: tile.Tiles,
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TileNames: tile.TileNames,
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Obstacle: tile.Obstacle,
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Direction: tile.Direction,
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}
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return newtile
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}
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const (
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Primary bool = true
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Secondary bool = false
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)
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func NewTilePlayer(isprimary bool) *Tile {
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tile := &Tile{
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Id: 'S',
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Class: "sphere",
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Renderable: true,
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Player: true,
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Velocity: true,
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IsPrimary: isprimary,
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}
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switch isprimary {
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case Primary:
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tile.Sprite = Assets["sphere-blue"]
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case Secondary:
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tile.Sprite = Assets["sphere-blue-secondary"]
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tile.Id = 's'
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}
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// primary sprite is always the first one
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tile.Tiles = []*ebiten.Image{Assets["sphere-blue"], Assets["sphere-blue-secondary"]}
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return tile
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}
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func NewTileBlock(class string) *Tile {
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return &Tile{
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Id: '#',
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Sprite: Assets[class],
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Class: class,
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Solid: true,
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Renderable: true,
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}
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}
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func NewTileCollectible(class string) *Tile {
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return &Tile{
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Id: 'o',
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Sprite: Assets[class],
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Class: class,
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Solid: false,
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Renderable: true,
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Collectible: true,
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}
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}
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func NewTileObstacle(class string, direction int) *Tile {
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return &Tile{
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Id: '+',
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Sprite: Assets[class],
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Class: class,
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Solid: false,
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Renderable: true,
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Obstacle: true,
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Direction: direction,
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Velocity: true,
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}
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}
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func NewTileParticle(class []string) *Tile {
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sprites := []*ebiten.Image{}
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for _, sprite := range class {
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sprites = append(sprites, Assets[sprite])
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}
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return &Tile{
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Id: '*',
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Class: "particle",
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Solid: false,
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Renderable: false,
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Particle: 0,
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Tiles: sprites,
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}
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}
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func NewTileTranswall(class []string) *Tile {
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sprites := []*ebiten.Image{}
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names := []string{}
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for _, sprite := range class {
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sprites = append(sprites, Assets[sprite])
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names = append(names, sprite)
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}
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return &Tile{
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Id: 't',
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Class: "transwall",
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Solid: false,
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Renderable: true,
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Transient: true,
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Tiles: sprites,
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Sprite: sprites[0], // initially use the first
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TileNames: names,
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}
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}
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func NewTileHiddenDoor(class []string) *Tile {
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sprites := []*ebiten.Image{}
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names := []string{}
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for _, sprite := range class {
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sprites = append(sprites, Assets[sprite])
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names = append(names, sprite)
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}
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return &Tile{
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Id: 'W',
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Class: "hiddendoor",
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Solid: false,
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Renderable: true,
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Destroyable: true,
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Tiles: sprites,
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Sprite: sprites[0], // initially use the first
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TileNames: names,
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}
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}
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// used to map level data bytes to actual tiles
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type TileRegistry map[string]*Tile
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func InitTiles() TileRegistry {
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return TileRegistry{
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"floor": {Id: ' ', Class: "floor", Renderable: false},
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"default": NewTileBlock("block-greycolored"),
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"solidorange": NewTileBlock("block-orange-32"),
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"PlayerPrimary": NewTilePlayer(Primary),
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"PlayerSecondary": NewTilePlayer(Secondary),
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"Collectible": NewTileCollectible("collectible-orange"),
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"ObstacleStar": NewTileObstacle("obstacle-star", config.All),
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"ObstacleNorth": NewTileObstacle("obstacle-north", config.North),
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"ObstacleSouth": NewTileObstacle("obstacle-south", config.South),
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"ObstacleWest": NewTileObstacle("obstacle-west", config.West),
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"ObstacleEast": NewTileObstacle("obstacle-east", config.East),
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"Particle": NewTileParticle([]string{
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//"particle-ring-1",
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"particle-ring-2",
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"particle-ring-3",
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"particle-ring-4",
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"particle-ring-5",
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"particle-ring-6",
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}),
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"Transient": NewTileTranswall([]string{"transwall", "block-orange-32"}),
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"HiddenDoor": NewTileHiddenDoor([]string{"block-greycolored", "block-greycolored-damaged"}),
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}
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}
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// load LDTK project at compile time into ram
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func LoadLDTK(dir string) *ldtkgo.Project {
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fd, err := assetfs.Open("levels/openquell.ldtk")
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if err != nil {
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log.Fatalf("failed to open LDTK file levels/openquell.ldtk: %s", err)
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}
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defer fd.Close()
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fileinfo, err := fd.Stat()
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if err != nil {
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log.Fatalf("failed to stat() LDTK file levels/openquell.ldtk: %s", err)
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}
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filesize := fileinfo.Size()
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buffer := make([]byte, filesize)
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_, err = fd.Read(buffer)
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if err != nil {
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log.Fatalf("failed to read bytes from LDTK file levels/openquell.ldtk: %s", err)
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}
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project, err := ldtkgo.Read(buffer)
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if err != nil {
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panic(err)
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}
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// do some sanity checks
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properties := []string{"minmoves", "background", "level", "description"}
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need := len(properties)
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for idx, level := range project.Levels {
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have := 0
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for _, property := range level.Properties {
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if util.Contains(properties, property.Identifier) {
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have++
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}
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}
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if have != need {
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log.Fatalf("level definition for level %d (%s) invalid: %d missing properties\n required: %s",
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idx, level.Identifier, need-have, strings.Join(properties, ", "),
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)
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}
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}
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return project
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}
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