Convert Atlas to an interface
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3 changed files with 42 additions and 30 deletions
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@ -27,6 +27,18 @@ const (
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TileSand = Tile('~')
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)
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// Atlas represents a 2D world atlas of tiles and objects
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type Atlas interface {
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// SetTile sets a location on the Atlas to a type of tile
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SetTile(v vector.Vector, tile Tile)
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// SetObject will set a location on the Atlas to contain an object
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SetObject(v vector.Vector, obj objects.Object)
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// QueryPosition queries a position on the atlas
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QueryPosition(v vector.Vector) (byte, objects.Object)
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}
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// Chunk represents a fixed square grid of tiles
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type Chunk struct {
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// Tiles represents the tiles within the chunk
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@ -37,8 +49,8 @@ type Chunk struct {
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Objects map[int]objects.Object `json:"objects"`
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}
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// Atlas represents a grid of Chunks
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type Atlas struct {
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// ChunkBasedAtlas represents a grid of Chunks
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type ChunkBasedAtlas struct {
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// Chunks represents all chunks in the world
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// This is intentionally not a 2D array so it can be expanded in all directions
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Chunks []Chunk `json:"chunks"`
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@ -68,7 +80,7 @@ const (
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// NewAtlas creates a new empty atlas
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func NewAtlas(chunkSize int) Atlas {
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// Start up with one chunk
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a := Atlas{
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a := ChunkBasedAtlas{
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ChunkSize: chunkSize,
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Chunks: make([]Chunk, 1),
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LowerBound: vector.Vector{X: 0, Y: 0},
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@ -78,25 +90,25 @@ func NewAtlas(chunkSize int) Atlas {
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}
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// Initialise the first chunk
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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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// SetTile sets an individual tile's kind
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func (a *Atlas) SetTile(v vector.Vector, tile Tile) {
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func (a *ChunkBasedAtlas) SetTile(v vector.Vector, tile Tile) {
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c := a.worldSpaceToChunkWithGrow(v)
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local := a.worldSpaceToChunkLocal(v)
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a.setTile(c, local, byte(tile))
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}
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// SetObject sets the object on a tile
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func (a *Atlas) SetObject(v vector.Vector, obj objects.Object) {
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func (a *ChunkBasedAtlas) SetObject(v vector.Vector, obj objects.Object) {
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c := a.worldSpaceToChunkWithGrow(v)
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local := a.worldSpaceToChunkLocal(v)
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a.setObject(c, local, obj)
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}
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// QueryPosition will return information for a specific position
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func (a *Atlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
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func (a *ChunkBasedAtlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
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c := a.worldSpaceToChunkWithGrow(v)
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local := a.worldSpaceToChunkLocal(v)
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a.populate(c)
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@ -106,12 +118,12 @@ func (a *Atlas) QueryPosition(v vector.Vector) (byte, objects.Object) {
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}
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// chunkTileID returns the tile index within a chunk
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func (a *Atlas) chunkTileIndex(local vector.Vector) int {
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func (a *ChunkBasedAtlas) chunkTileIndex(local vector.Vector) int {
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return local.X + local.Y*a.ChunkSize
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}
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// populate will fill a chunk with data
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func (a *Atlas) populate(chunk int) {
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func (a *ChunkBasedAtlas) populate(chunk int) {
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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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@ -165,7 +177,7 @@ func (a *Atlas) populate(chunk int) {
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}
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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 *ChunkBasedAtlas) 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.Tiles[a.chunkTileIndex(local)] = tile
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@ -173,7 +185,7 @@ func (a *Atlas) setTile(chunk int, local vector.Vector, tile byte) {
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}
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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 *ChunkBasedAtlas) setObject(chunk int, local vector.Vector, object objects.Object) {
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a.populate(chunk)
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c := a.Chunks[chunk]
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@ -187,12 +199,12 @@ func (a *Atlas) setObject(chunk int, local vector.Vector, object objects.Object)
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}
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// worldSpaceToChunkLocal gets a chunk local coordinate for a tile
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func (a *Atlas) worldSpaceToChunkLocal(v vector.Vector) vector.Vector {
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func (a *ChunkBasedAtlas) worldSpaceToChunkLocal(v vector.Vector) vector.Vector {
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return vector.Vector{X: maths.Pmod(v.X, a.ChunkSize), Y: maths.Pmod(v.Y, a.ChunkSize)}
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}
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// worldSpaceToChunkID gets the current chunk ID for a position in the world
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func (a *Atlas) worldSpaceToChunkIndex(v vector.Vector) int {
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func (a *ChunkBasedAtlas) worldSpaceToChunkIndex(v vector.Vector) int {
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// Shift the vector by our current min
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v = v.Added(a.LowerBound.Negated())
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@ -208,7 +220,7 @@ func (a *Atlas) worldSpaceToChunkIndex(v vector.Vector) int {
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}
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// chunkOriginInWorldSpace returns the origin of the chunk in world space
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func (a *Atlas) chunkOriginInWorldSpace(chunk int) vector.Vector {
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func (a *ChunkBasedAtlas) chunkOriginInWorldSpace(chunk int) vector.Vector {
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// Calculate the width
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width := a.UpperBound.X - a.LowerBound.X
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widthInChunks := width / a.ChunkSize
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@ -225,7 +237,7 @@ func (a *Atlas) chunkOriginInWorldSpace(chunk int) vector.Vector {
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}
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// getNewBounds gets new lower and upper bounds for the world space given a vector
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func (a *Atlas) getNewBounds(v vector.Vector) (lower vector.Vector, upper vector.Vector) {
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func (a *ChunkBasedAtlas) getNewBounds(v vector.Vector) (lower vector.Vector, upper vector.Vector) {
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lower = vector.Min(v, a.LowerBound)
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upper = vector.Max(v.Added(vector.Vector{X: 1, Y: 1}), a.UpperBound)
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@ -241,7 +253,7 @@ func (a *Atlas) getNewBounds(v vector.Vector) (lower vector.Vector, upper vector
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}
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// worldSpaceToTrunkWithGrow will expand the current atlas for a given world space position if needed
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func (a *Atlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
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func (a *ChunkBasedAtlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
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// If we're within bounds, just return the current chunk
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if v.X >= a.LowerBound.X && v.Y >= a.LowerBound.Y && v.X < a.UpperBound.X && v.Y < a.UpperBound.Y {
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return a.worldSpaceToChunkIndex(v)
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@ -253,7 +265,7 @@ func (a *Atlas) worldSpaceToChunkWithGrow(v vector.Vector) int {
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size = size.Divided(a.ChunkSize)
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// Create the new empty atlas
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newAtlas := Atlas{
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newAtlas := ChunkBasedAtlas{
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ChunkSize: a.ChunkSize,
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LowerBound: lower,
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UpperBound: upper,
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