Split Atlas chunks into tiles and objects

This commit is contained in:
Marc Di Luzio 2020-07-03 17:00:04 +01:00
parent 74dcae6542
commit 062f9cfec8
11 changed files with 284 additions and 169 deletions

View file

@ -1,7 +1,6 @@
package atlas
import (
"log"
"math/rand"
"github.com/mdiluz/rove/pkg/maths"
@ -9,27 +8,28 @@ import (
"github.com/mdiluz/rove/pkg/vector"
)
// Tile describes the type of terrain
type Tile byte
const (
// TileNone is a keyword for nothing
TileNone = Tile(0)
// TileRock is solid rock ground
TileRock = Tile('.')
// TileSand is sand
TileSand = Tile(',')
)
// Chunk represents a fixed square grid of tiles
type Chunk struct {
// Tiles represents the tiles within the chunk
Tiles []byte `json:"tiles"`
}
// SpawnContent will create a chunk and fill it with spawned tiles
func (c *Chunk) SpawnContent(size int) {
c.Tiles = make([]byte, size*size)
for i := 0; i < len(c.Tiles); i++ {
c.Tiles[i] = objects.Empty
}
// For now, fill it randomly with objects
for i := range c.Tiles {
if rand.Intn(16) == 0 {
c.Tiles[i] = objects.LargeRock
} else if rand.Intn(32) == 0 {
c.Tiles[i] = objects.SmallRock
}
}
// Objects represents the objects within the chunk
// only one possible object per tile for now
Objects map[int]objects.Object `json:"objects"`
}
// Atlas represents a grid of Chunks
@ -58,50 +58,101 @@ func NewAtlas(chunkSize int) Atlas {
WorldOrigin: vector.Vector{X: 0, Y: 0},
}
// Initialise the first chunk
a.Chunks[0].SpawnContent(chunkSize)
a.Chunks[0].populate(chunkSize)
return a
}
// SetTile sets an individual tile's kind
func (a *Atlas) SetTile(v vector.Vector, tile byte) {
// Get the chunk
func (a *Atlas) SetTile(v vector.Vector, tile Tile) {
c := a.worldSpaceToChunkWithGrow(v)
chunk := a.Chunks[c]
if chunk.Tiles == nil {
chunk.SpawnContent(a.ChunkSize)
}
local := a.worldSpaceToChunkLocal(v)
tileID := local.X + local.Y*a.ChunkSize
// Sanity check
if tileID >= len(chunk.Tiles) || tileID < 0 {
log.Fatalf("Local tileID is not in valid chunk, somehow, this means something is very wrong")
}
// Set the chunk back
chunk.Tiles[tileID] = tile
a.Chunks[c] = chunk
a.setTile(c, local, byte(tile))
}
// GetTile will return an individual tile
func (a *Atlas) GetTile(v vector.Vector) byte {
// Get the chunk
// SetObject sets the object on a tile
func (a *Atlas) SetObject(v vector.Vector, obj objects.Object) {
c := a.worldSpaceToChunkWithGrow(v)
local := a.worldSpaceToChunkLocal(v)
a.setObject(c, local, obj)
}
// QueryPosition will return information for a specific position
func (a *Atlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
c := a.worldSpaceToChunkWithGrow(v)
local := a.worldSpaceToChunkLocal(v)
chunk := a.Chunks[c]
if chunk.Tiles == nil {
chunk.SpawnContent(a.ChunkSize)
chunk.populate(a.ChunkSize)
}
i := a.chunkTileIndex(local)
return chunk.Tiles[i], chunk.Objects[i]
}
// chunkTileID returns the tile index within a chunk
func (a *Atlas) chunkTileIndex(local vector.Vector) int {
return local.X + local.Y*a.ChunkSize
}
// populate will fill a chunk with data
func (c *Chunk) populate(size int) {
c.Tiles = make([]byte, size*size)
c.Objects = make(map[int]objects.Object)
// Set up the tiles
for i := 0; i < len(c.Tiles); i++ {
if rand.Intn(3) == 0 {
c.Tiles[i] = byte(TileRock)
} else {
c.Tiles[i] = byte(TileSand)
}
}
local := a.worldSpaceToChunkLocal(v)
tileID := local.X + local.Y*a.ChunkSize
// Set up any objects
for i := 0; i < len(c.Tiles); i++ {
if rand.Intn(16) == 0 {
c.Objects[i] = objects.Object{Type: objects.LargeRock}
}
}
}
// Sanity check
if tileID >= len(chunk.Tiles) || tileID < 0 {
log.Fatalf("Local tileID is not in valid chunk, somehow, this means something is very wrong")
// setTile sets a tile in a specific chunk
func (a *Atlas) setTile(chunk int, local vector.Vector, tile byte) {
c := a.Chunks[chunk]
if c.Tiles == nil {
c.populate(a.ChunkSize)
}
return chunk.Tiles[tileID]
c.Tiles[a.chunkTileIndex(local)] = tile
a.Chunks[chunk] = c
}
// setObject sets an object in a specific chunk
func (a *Atlas) setObject(chunk int, local vector.Vector, object objects.Object) {
c := a.Chunks[chunk]
if c.Tiles == nil {
c.populate(a.ChunkSize)
}
i := a.chunkTileIndex(local)
if object.Type != objects.None {
c.Objects[i] = object
} else {
delete(c.Objects, i)
}
a.Chunks[chunk] = c
}
// setTileAndObject sets both tile and object information for location in chunk
func (a *Atlas) setTileAndObject(chunk int, local vector.Vector, tile byte, object objects.Object) {
c := a.Chunks[chunk]
if c.Tiles == nil {
c.populate(a.ChunkSize)
}
i := a.chunkTileIndex(local)
c.Tiles[i] = tile
c.Objects[i] = object
a.Chunks[chunk] = c
}
// worldSpaceToChunkLocal gets a chunk local coordinate for a tile