Refactor populate to be an Atlas function

This simplifies usage greatly
This commit is contained in:
Marc Di Luzio 2020-07-08 19:40:15 +01:00
parent 2ff4bcded7
commit 10959ef726

View file

@ -59,7 +59,7 @@ func NewAtlas(chunkSize int) Atlas {
UpperBound: vector.Vector{X: chunkSize, Y: chunkSize}, UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
} }
// Initialise the first chunk // Initialise the first chunk
a.Chunks[0].populate(chunkSize) a.populate(0)
return a return a
} }
@ -81,11 +81,8 @@ func (a *Atlas) SetObject(v vector.Vector, obj objects.Object) {
func (a *Atlas) QueryPosition(v vector.Vector) (byte, objects.Object) { func (a *Atlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
c := a.worldSpaceToChunkWithGrow(v) c := a.worldSpaceToChunkWithGrow(v)
local := a.worldSpaceToChunkLocal(v) local := a.worldSpaceToChunkLocal(v)
a.populate(c)
chunk := a.Chunks[c] chunk := a.Chunks[c]
if chunk.Tiles == nil {
chunk.populate(a.ChunkSize)
a.Chunks[c] = chunk
}
i := a.chunkTileIndex(local) i := a.chunkTileIndex(local)
return chunk.Tiles[i], chunk.Objects[i] return chunk.Tiles[i], chunk.Objects[i]
} }
@ -96,8 +93,13 @@ func (a *Atlas) chunkTileIndex(local vector.Vector) int {
} }
// populate will fill a chunk with data // populate will fill a chunk with data
func (c *Chunk) populate(size int) { func (a *Atlas) populate(chunk int) {
c.Tiles = make([]byte, size*size) c := a.Chunks[chunk]
if c.Tiles != nil {
return
}
c.Tiles = make([]byte, a.ChunkSize*a.ChunkSize)
c.Objects = make(map[int]objects.Object) c.Objects = make(map[int]objects.Object)
// Set up the tiles // Set up the tiles
@ -117,26 +119,23 @@ func (c *Chunk) populate(size int) {
c.Objects[i] = objects.Object{Type: objects.SmallRock} c.Objects[i] = objects.Object{Type: objects.SmallRock}
} }
} }
a.Chunks[chunk] = c
} }
// setTile sets a tile in a specific chunk // setTile sets a tile in a specific chunk
func (a *Atlas) setTile(chunk int, local vector.Vector, tile byte) { func (a *Atlas) setTile(chunk int, local vector.Vector, tile byte) {
a.populate(chunk)
c := a.Chunks[chunk] c := a.Chunks[chunk]
if c.Tiles == nil {
c.populate(a.ChunkSize)
}
c.Tiles[a.chunkTileIndex(local)] = tile c.Tiles[a.chunkTileIndex(local)] = tile
a.Chunks[chunk] = c a.Chunks[chunk] = c
} }
// setObject sets an object in a specific chunk // setObject sets an object in a specific chunk
func (a *Atlas) setObject(chunk int, local vector.Vector, object objects.Object) { func (a *Atlas) setObject(chunk int, local vector.Vector, object objects.Object) {
c := a.Chunks[chunk] a.populate(chunk)
if c.Tiles == nil {
c.populate(a.ChunkSize)
}
c := a.Chunks[chunk]
i := a.chunkTileIndex(local) i := a.chunkTileIndex(local)
if object.Type != objects.None { if object.Type != objects.None {
c.Objects[i] = object c.Objects[i] = object