steel-lord/mapping/gamemap.go

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package mapping
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import (
"github.com/kettek/goro"
)
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// GameMap is our map data type.
type GameMap struct {
Width, Height int
Tiles [][]Tile
}
// Initialize initializes a GameMap's Tiles to match its Width and Height. It also sets up some coordinates to block movement and sight.
func (g *GameMap) Initialize() {
g.Tiles = make([][]Tile, g.Width)
for x := range g.Tiles {
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g.Tiles[x] = make([]Tile, g.Height)
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for y := range g.Tiles[x] {
g.Tiles[x][y] = Tile{
BlockSight: true,
BlockMovement: true,
}
}
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}
}
// MakeMap populates our GameMap with rooms.
func (g *GameMap) MakeMap() {
room1 := NewRect(20, 15, 10, 15)
room2 := NewRect(35, 15, 10, 15)
g.CreateRoom(room1)
g.CreateRoom(room2)
g.CreateHTunnel(25, 40, 23)
}
// CreateRoom creates a room from a provided rect.
func (g *GameMap) CreateRoom(r *Rect) {
for x := r.X1 + 1; x < r.X2; x++ {
for y := r.Y1 + 1; y < r.Y2; y++ {
if g.InBounds(x, y) {
g.Tiles[x][y] = Tile{}
}
}
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}
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}
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//Create HTunnel creates a horizontal tunnel from x1 to/from x1 starting at y.
func (g *GameMap) CreateHTunnel(x1, x2, y int) {
for x := goro.MinInt(x1, x2); x <= goro.MaxInt(x1, x2); x++ {
if g.InBounds(x, y) {
g.Tiles[x][y] = Tile{}
}
}
}
// CreateVTunnel creates a vertical tunnel from y1 to/from y2 starting at x.
func (g *GameMap) CreateVTunnel(y1, y2, x int) {
for y := goro.MinInt(y1, y2); y <= goro.MaxInt(y1, y2); y++ {
if g.InBounds(x, y) {
g.Tiles[x][y] = Tile{}
}
}
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}
// IsBlocked returns if the given coordinates are blocking movement.
func (g *GameMap) IsBlocked(x, y int) bool {
// Always block if ourside our GameMap's bounds.
if x < 0 || x >= g.Width || y < 0 || y >= g.Height {
return true
}
return g.Tiles[x][y].BlockMovement
}
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// InBounds returns if the given coordinates are within the map's bounds.
func (g *GameMap) InBounds (x, y int) bool {
if x < 0 || x >= g.Width || y < 0 || y >= g.Height {
return false
}
return true
}