Refactor populate to be an Atlas function
This simplifies usage greatly
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2ff4bcded7
commit
10959ef726
1 changed files with 14 additions and 15 deletions
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@ -59,7 +59,7 @@ func NewAtlas(chunkSize int) Atlas {
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UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
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UpperBound: vector.Vector{X: chunkSize, Y: chunkSize},
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}
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}
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// Initialise the first chunk
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// Initialise the first chunk
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a.Chunks[0].populate(chunkSize)
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a.populate(0)
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return a
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return a
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}
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}
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@ -81,11 +81,8 @@ func (a *Atlas) SetObject(v vector.Vector, obj objects.Object) {
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func (a *Atlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
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func (a *Atlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
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c := a.worldSpaceToChunkWithGrow(v)
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c := a.worldSpaceToChunkWithGrow(v)
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local := a.worldSpaceToChunkLocal(v)
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local := a.worldSpaceToChunkLocal(v)
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a.populate(c)
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chunk := a.Chunks[c]
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chunk := a.Chunks[c]
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if chunk.Tiles == nil {
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chunk.populate(a.ChunkSize)
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a.Chunks[c] = chunk
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}
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i := a.chunkTileIndex(local)
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i := a.chunkTileIndex(local)
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return chunk.Tiles[i], chunk.Objects[i]
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return chunk.Tiles[i], chunk.Objects[i]
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}
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}
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@ -96,8 +93,13 @@ func (a *Atlas) chunkTileIndex(local vector.Vector) int {
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}
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}
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// populate will fill a chunk with data
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// populate will fill a chunk with data
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func (c *Chunk) populate(size int) {
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func (a *Atlas) populate(chunk int) {
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c.Tiles = make([]byte, size*size)
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c := a.Chunks[chunk]
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if c.Tiles != nil {
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return
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}
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c.Tiles = make([]byte, a.ChunkSize*a.ChunkSize)
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c.Objects = make(map[int]objects.Object)
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c.Objects = make(map[int]objects.Object)
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// Set up the tiles
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// Set up the tiles
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@ -117,26 +119,23 @@ func (c *Chunk) populate(size int) {
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c.Objects[i] = objects.Object{Type: objects.SmallRock}
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c.Objects[i] = objects.Object{Type: objects.SmallRock}
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}
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}
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}
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}
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a.Chunks[chunk] = c
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}
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}
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// setTile sets a tile in a specific chunk
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// setTile sets a tile in a specific chunk
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func (a *Atlas) setTile(chunk int, local vector.Vector, tile byte) {
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func (a *Atlas) setTile(chunk int, local vector.Vector, tile byte) {
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a.populate(chunk)
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c := a.Chunks[chunk]
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c := a.Chunks[chunk]
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if c.Tiles == nil {
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c.populate(a.ChunkSize)
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}
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c.Tiles[a.chunkTileIndex(local)] = tile
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c.Tiles[a.chunkTileIndex(local)] = tile
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a.Chunks[chunk] = c
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a.Chunks[chunk] = c
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}
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}
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// setObject sets an object in a specific chunk
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// setObject sets an object in a specific chunk
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func (a *Atlas) setObject(chunk int, local vector.Vector, object objects.Object) {
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func (a *Atlas) setObject(chunk int, local vector.Vector, object objects.Object) {
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c := a.Chunks[chunk]
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a.populate(chunk)
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if c.Tiles == nil {
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c.populate(a.ChunkSize)
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}
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c := a.Chunks[chunk]
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i := a.chunkTileIndex(local)
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i := a.chunkTileIndex(local)
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if object.Type != objects.None {
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if object.Type != objects.None {
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c.Objects[i] = object
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c.Objects[i] = object
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