Got help and fixed up to start part 5!

This commit is contained in:
Joel M. Southall 2019-07-19 21:08:46 -07:00
parent f13438951a
commit 696ccd216e
6 changed files with 47 additions and 29 deletions

14
fov.go
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@ -1,18 +1,18 @@
package main package main
import ( import (
"steel/mapping" "steel/interfaces"
"github.com/kettek/goro/fov" "github.com/kettek/goro/fov"
) )
func InitializeFoV(g *mapping.GameMap) fov.Map { func InitializeFoV(g interfaces.GameMap) fov.Map {
fovMap := fov.NewMap(g.Width, g.Height, fov.AlgorithmBBQ) fovMap := fov.NewMap(g.Width(), g.Height(), fov.AlgorithmBBQ)
for x := range g.Tiles { for x := 0; x < g.Width(); x++ {
for y, tile := range g.Tiles[x] { for y := 0; y < g.Height(); y++ {
fovMap.SetBlocksMovement(x, y, tile.BlockMovement) fovMap.SetBlocksMovement(x, y, g.IsBlocked(x, y))
fovMap.SetBlocksLight(x, y, tile.BlockSight) fovMap.SetBlocksLight(x, y, g.IsOpaque(x, y))
} }
} }

12
interfaces/gamemap.go Normal file
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@ -0,0 +1,12 @@
package interfaces
// Our GameMap interface. This provides access to tile state and more.
type GameMap interface {
Width() int
Height() int
IsBlocked(x, y int) bool
IsOpaque(x, y int) bool
Explored(x, y int) bool
SetExplored(x, y int, explored bool)
MakeMap(maxRooms, roomMinSize, roomMaxSize int, player Entity)
}

11
main.go
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@ -46,16 +46,11 @@ func main() {
npc, npc,
} }
gameMap := mapping.GameMap{ gameMap := mapping.NewGameMap(mapWidth, mapHeight)
Width: mapWidth,
Height: mapHeight,
}
gameMap.Initialize()
gameMap.MakeMap(maxRooms, roomMinSize, roomMaxSize, player) gameMap.MakeMap(maxRooms, roomMinSize, roomMaxSize, player)
fovMap := InitializeFoV(&gameMap) fovMap := InitializeFoV(gameMap)
for { for {
@ -68,7 +63,7 @@ func main() {
fovRecompute = false fovRecompute = false
ClearAll(screen, entities) ClearAll(screen, entities, fovMap)
// Handle events. // Handle events.
switch event := screen.WaitEvent().(type) { switch event := screen.WaitEvent().(type) {

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@ -12,9 +12,9 @@ type GameMap struct {
tiles [][]Tile tiles [][]Tile
} }
// NewGameMap initializes a GameMap's Tiles to match provided width and height and sets up a few tiles to block movement and sight. Returns a GameMap interface. // NewGameMap initializes a GameMap's tiles to match provided width and height and sets up a few tiles to block movement and sight. Returns a GameMap interface.
func NewGameMap(width, height int) interfaces.GameMap { func NewGameMap(width, height int) interfaces.GameMap {
g := &GameMapmake{ g := &GameMap{
width: width, width: width,
height: height, height: height,
} }
@ -84,17 +84,17 @@ func (g *GameMap) CreateRoom(r Rect) {
for x := r.X1 + 1; x < r.X2; x++ { for x := r.X1 + 1; x < r.X2; x++ {
for y := r.Y1 + 1; y < r.Y2; y++ { for y := r.Y1 + 1; y < r.Y2; y++ {
if g.InBounds(x, y) { if g.InBounds(x, y) {
g.Tiles[x][y] = Tile{} g.tiles[x][y] = Tile{}
} }
} }
} }
} }
//Create HTunnel creates a horizontal tunnel from x1 to/from x1 starting at y. //CreateHTunnel creates a horizontal tunnel from x1 to/from x1 starting at y.
func (g *GameMap) CreateHTunnel(x1, x2, y int) { func (g *GameMap) CreateHTunnel(x1, x2, y int) {
for x := goro.MinInt(x1, x2); x <= goro.MaxInt(x1, x2); x++ { for x := goro.MinInt(x1, x2); x <= goro.MaxInt(x1, x2); x++ {
if g.InBounds(x, y) { if g.InBounds(x, y) {
g.Tiles[x][y] = Tile{} g.tiles[x][y] = Tile{}
} }
} }
} }
@ -103,7 +103,7 @@ func (g *GameMap) CreateHTunnel(x1, x2, y int) {
func (g *GameMap) CreateVTunnel(y1, y2, x int) { func (g *GameMap) CreateVTunnel(y1, y2, x int) {
for y := goro.MinInt(y1, y2); y <= goro.MaxInt(y1, y2); y++ { for y := goro.MinInt(y1, y2); y <= goro.MaxInt(y1, y2); y++ {
if g.InBounds(x, y) { if g.InBounds(x, y) {
g.Tiles[x][y] = Tile{} g.tiles[x][y] = Tile{}
} }
} }
} }
@ -133,7 +133,7 @@ func (g *GameMap) IsBlocked(x, y int) bool {
if !g.InBounds(x, y) { if !g.InBounds(x, y) {
return true return true
} }
return g.Tiles[x][y].Flags&BlockMovement != 0 return g.tiles[x][y].Flags&BlockMovement != 0
} }
// IsOpaque returns if the given coordinates are blocking sight. // IsOpaque returns if the given coordinates are blocking sight.
@ -144,6 +144,16 @@ func (g *GameMap) IsOpaque(x, y int) bool {
return g.tiles[x][y].Flags&BlockSight != 0 return g.tiles[x][y].Flags&BlockSight != 0
} }
// Width returns the width of the map.
func (g *GameMap) Width() int {
return g.width
}
// Height returns the height of the map.
func (g *GameMap) Height() int {
return g.height
}
// InBounds returns if the given coordinates are within the map's bounds. // InBounds returns if the given coordinates are within the map's bounds.
func (g *GameMap) InBounds(x, y int) bool { func (g *GameMap) InBounds(x, y int) bool {
if x < 0 || x >= g.width || y < 0 || y >= g.height { if x < 0 || x >= g.width || y < 0 || y >= g.height {

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@ -6,22 +6,24 @@ type Rect struct {
} }
// NewRect returns a new Rect type with its properties calculated. // NewRect returns a new Rect type with its properties calculated.
func NewRect(x int, y int, w int, h int) *Rect { func NewRect(x int, y int, w int, h int) Rect {
return &Rect{ return Rect{
X1: x, X1: x,
Y1: y, Y1: y,
X2: x + w, X2: x + w,
Y2: y + h, Y2: y + h,
} }
} }
// Center returns the center of the Rect. // Center returns the center of the Rect.
func (r *Rect) Center() (x, y int) { func (r *Rect) Center() (x, y int) {
return (r.X1 + r.X2) / 2, (r.Y1 + r.Y2) / 2 return (r.X1 + r.X2) / 2, (r.Y1 + r.Y2) / 2
} }
// Intersect returns a bool representing if the Rect intersects with another. // Intersect returns a bool representing if the Rect intersects with another.
func (r *Rect) Intersect(other *Rect) bool { func (r *Rect) Intersect(other Rect) bool {
if r.X1 <= other.X2 && r.X2 >= other.X1 && r.Y1 <= other.Y2 && r.Y2 >= other.Y1 { if r.X1 <= other.X2 && r.X2 >= other.X1 && r.Y1 <= other.Y2 && r.Y2 >= other.Y1 {
return true return true
} }
return false return false
} }

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@ -5,11 +5,10 @@ import (
"github.com/kettek/goro/fov" "github.com/kettek/goro/fov"
"steel/interfaces" "steel/interfaces"
"steel/mapping"
) )
// DrawAll draws all entities and the gameMap to the screen and flushes it. // DrawAll draws all entities and the gameMap to the screen and flushes it.
func DrawAll(screen *goro.Screen, entities []interfaces.Entity, gameMap mapping.GameMap, fovMap fov.Map, fovRecompute bool, colors map[string]goro.Color) { func DrawAll(screen *goro.Screen, entities []interfaces.Entity, gameMap interfaces.GameMap, fovMap fov.Map, fovRecompute bool, colors map[string]goro.Color) {
if fovRecompute { if fovRecompute {
// Draw all the tiles in the game map. // Draw all the tiles in the game map.
for x := 0; x < gameMap.Width(); x++ { for x := 0; x < gameMap.Width(); x++ {
@ -51,7 +50,7 @@ func ClearAll(screen *goro.Screen, entities []interfaces.Entity, fovMap fov.Map)
// DrawEntity draws a given entity to the screen. // DrawEntity draws a given entity to the screen.
func DrawEntity(screen *goro.Screen, e interfaces.Entity, fovMap fov.Map) { func DrawEntity(screen *goro.Screen, e interfaces.Entity, fovMap fov.Map) {
if fovMap.Visible(e.X(), e.Y()) { if fovMap.Visible(e.X(), e.Y()) {
screen.SetRune(e.X()), e.Y(), e.Rune()) screen.SetRune(e.X(), e.Y(), e.Rune())
screen.SetForeground(e.X(), e.Y(), e.Style().Foreground) screen.SetForeground(e.X(), e.Y(), e.Style().Foreground)
} }
} }