Got help and fixed up to start part 5!
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f13438951a
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14
fov.go
14
fov.go
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@ -1,18 +1,18 @@
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package main
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import (
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"steel/mapping"
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"steel/interfaces"
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"github.com/kettek/goro/fov"
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)
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func InitializeFoV(g *mapping.GameMap) fov.Map {
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fovMap := fov.NewMap(g.Width, g.Height, fov.AlgorithmBBQ)
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func InitializeFoV(g interfaces.GameMap) fov.Map {
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fovMap := fov.NewMap(g.Width(), g.Height(), fov.AlgorithmBBQ)
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for x := range g.Tiles {
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for y, tile := range g.Tiles[x] {
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fovMap.SetBlocksMovement(x, y, tile.BlockMovement)
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fovMap.SetBlocksLight(x, y, tile.BlockSight)
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for x := 0; x < g.Width(); x++ {
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for y := 0; y < g.Height(); y++ {
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fovMap.SetBlocksMovement(x, y, g.IsBlocked(x, y))
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fovMap.SetBlocksLight(x, y, g.IsOpaque(x, y))
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}
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}
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12
interfaces/gamemap.go
Normal file
12
interfaces/gamemap.go
Normal file
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@ -0,0 +1,12 @@
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package interfaces
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// Our GameMap interface. This provides access to tile state and more.
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type GameMap interface {
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Width() int
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Height() int
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IsBlocked(x, y int) bool
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IsOpaque(x, y int) bool
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Explored(x, y int) bool
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SetExplored(x, y int, explored bool)
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MakeMap(maxRooms, roomMinSize, roomMaxSize int, player Entity)
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}
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11
main.go
11
main.go
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@ -46,16 +46,11 @@ func main() {
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npc,
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}
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gameMap := mapping.GameMap{
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Width: mapWidth,
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Height: mapHeight,
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}
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gameMap.Initialize()
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gameMap := mapping.NewGameMap(mapWidth, mapHeight)
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gameMap.MakeMap(maxRooms, roomMinSize, roomMaxSize, player)
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fovMap := InitializeFoV(&gameMap)
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fovMap := InitializeFoV(gameMap)
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for {
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@ -68,7 +63,7 @@ func main() {
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fovRecompute = false
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ClearAll(screen, entities)
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ClearAll(screen, entities, fovMap)
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// Handle events.
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switch event := screen.WaitEvent().(type) {
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@ -12,9 +12,9 @@ type GameMap struct {
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tiles [][]Tile
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}
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// 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.
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// 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.
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func NewGameMap(width, height int) interfaces.GameMap {
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g := &GameMapmake{
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g := &GameMap{
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width: width,
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height: height,
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}
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@ -84,17 +84,17 @@ func (g *GameMap) CreateRoom(r Rect) {
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for x := r.X1 + 1; x < r.X2; x++ {
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for y := r.Y1 + 1; y < r.Y2; y++ {
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if g.InBounds(x, y) {
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g.Tiles[x][y] = Tile{}
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g.tiles[x][y] = Tile{}
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}
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}
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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.
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//CreateHTunnel creates a horizontal tunnel from x1 to/from x1 starting at y.
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func (g *GameMap) CreateHTunnel(x1, x2, y int) {
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for x := goro.MinInt(x1, x2); x <= goro.MaxInt(x1, x2); x++ {
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if g.InBounds(x, y) {
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g.Tiles[x][y] = Tile{}
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g.tiles[x][y] = Tile{}
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}
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}
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}
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@ -103,7 +103,7 @@ func (g *GameMap) CreateHTunnel(x1, x2, y int) {
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func (g *GameMap) CreateVTunnel(y1, y2, x int) {
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for y := goro.MinInt(y1, y2); y <= goro.MaxInt(y1, y2); y++ {
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if g.InBounds(x, y) {
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g.Tiles[x][y] = Tile{}
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g.tiles[x][y] = Tile{}
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}
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}
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}
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@ -133,7 +133,7 @@ func (g *GameMap) IsBlocked(x, y int) bool {
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if !g.InBounds(x, y) {
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return true
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}
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return g.Tiles[x][y].Flags&BlockMovement != 0
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return g.tiles[x][y].Flags&BlockMovement != 0
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}
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// IsOpaque returns if the given coordinates are blocking sight.
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@ -144,6 +144,16 @@ func (g *GameMap) IsOpaque(x, y int) bool {
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return g.tiles[x][y].Flags&BlockSight != 0
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}
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// Width returns the width of the map.
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func (g *GameMap) Width() int {
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return g.width
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}
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// Height returns the height of the map.
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func (g *GameMap) Height() int {
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return g.height
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}
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// InBounds returns if the given coordinates are within the map's bounds.
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func (g *GameMap) InBounds(x, y int) bool {
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if x < 0 || x >= g.width || y < 0 || y >= g.height {
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@ -6,20 +6,22 @@ type Rect struct {
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}
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// NewRect returns a new Rect type with its properties calculated.
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func NewRect(x int, y int, w int, h int) *Rect {
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return &Rect{
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func NewRect(x int, y int, w int, h int) Rect {
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return Rect{
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X1: x,
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Y1: y,
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X2: x + w,
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Y2: y + h,
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}
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}
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// Center returns the center of the Rect.
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func (r *Rect) Center() (x, y int) {
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return (r.X1 + r.X2) / 2, (r.Y1 + r.Y2) / 2
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}
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// Intersect returns a bool representing if the Rect intersects with another.
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func (r *Rect) Intersect(other *Rect) bool {
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func (r *Rect) Intersect(other Rect) bool {
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if r.X1 <= other.X2 && r.X2 >= other.X1 && r.Y1 <= other.Y2 && r.Y2 >= other.Y1 {
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return true
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}
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@ -5,11 +5,10 @@ import (
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"github.com/kettek/goro/fov"
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"steel/interfaces"
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"steel/mapping"
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)
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// DrawAll draws all entities and the gameMap to the screen and flushes it.
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func DrawAll(screen *goro.Screen, entities []interfaces.Entity, gameMap mapping.GameMap, fovMap fov.Map, fovRecompute bool, colors map[string]goro.Color) {
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func DrawAll(screen *goro.Screen, entities []interfaces.Entity, gameMap interfaces.GameMap, fovMap fov.Map, fovRecompute bool, colors map[string]goro.Color) {
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if fovRecompute {
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// Draw all the tiles in the game map.
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for x := 0; x < gameMap.Width(); x++ {
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@ -51,7 +50,7 @@ func ClearAll(screen *goro.Screen, entities []interfaces.Entity, fovMap fov.Map)
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// DrawEntity draws a given entity to the screen.
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func DrawEntity(screen *goro.Screen, e interfaces.Entity, fovMap fov.Map) {
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if fovMap.Visible(e.X(), e.Y()) {
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screen.SetRune(e.X()), e.Y(), e.Rune())
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screen.SetRune(e.X(), e.Y(), e.Rune())
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screen.SetForeground(e.X(), e.Y(), e.Style().Foreground)
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}
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}
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