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|
package ui
import (
"fmt"
"image/color"
"math"
"unicode"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
"muhq.space/muhqs-game/go/assets"
"muhq.space/muhqs-game/go/game"
"muhq.space/muhqs-game/go/log"
)
const (
PERMANENT_WIDTH int = 40
PERMANENT_HEIGHT int = 40
TILE_WIDTH int = 50
TILE_HEIGHT int = 50
)
type MapView struct {
hoverPermInfo
EventHandlersMap
gameState game.State
mapLayer *ebiten.Image
permanentsLayer *ebiten.Image
scale float64
tileHighlights map[game.Position][]color.Color
permanentsHighlights map[game.Permanent][]color.Color
}
func NewMapView(g game.State, c *Collection) *MapView {
vw := &MapView{
EventHandlersMap: NewEventHandlersMap(),
gameState: g,
scale: 1,
tileHighlights: make(map[game.Position][]color.Color),
permanentsHighlights: make(map[game.Permanent][]color.Color),
}
vw.hoverPermInfo.init(vw, c)
vw.RegisterHandler("hover", vw.hoverPermInfo.Hover)
return vw
}
func (mv *MapView) Height() int {
return int(float64(len(mv.gameState.Map().Tiles)*TILE_HEIGHT) * mv.scale)
}
func (mv *MapView) Width() int {
maxWidth := 0
for _, row := range mv.gameState.Map().Tiles {
if n := len(row); n > maxWidth {
maxWidth = n
}
}
return int(float64(maxWidth*TILE_WIDTH) * mv.scale)
}
func rotateTileImg(x, y int, radian float64, op *ebiten.DrawImageOptions) {
// Move the image's center to the screen's upper-left corner.
// This is a preparation for rotating. When geometry matrices are applied,
// the origin point is the upper-left corner.
op.GeoM.Translate(-float64(TILE_WIDTH)/2, -float64(TILE_HEIGHT)/2)
// Rotate the image. As a result, the anchor point of this rotate is
// the center of the image.
op.GeoM.Rotate(radian)
// Reset translation
op.GeoM.Translate(float64(TILE_WIDTH)/2, float64(TILE_HEIGHT)/2)
}
func (vw *MapView) handleStreet(x, y int, op *ebiten.DrawImageOptions) *ebiten.Image {
var img *ebiten.Image
connections, left, right, above, below := vw.gameState.Map().FindStreetConnections(x, y)
if connections == 0 {
// This street is not connected to another street ->
// check any other non neutral tiles
connections, left, right, above, below = vw.gameState.Map().FindAnyConnections(x, y)
}
// This street is not connected to anything. Seams odd!
if connections == 0 {
log.Warn(fmt.Sprintf("Street at (%d, %d) is not connected", x, y))
img = assets.GetTile("street")
} else if connections == 1 ||
(connections == 2 && ((left && right) || (above && below))) {
img = assets.GetTile("street")
if above || below {
rotateTileImg(x, y, math.Pi/2, op)
}
} else if connections == 2 {
img = assets.GetTile("street_2")
// normal orientation above and right
if right && below {
rotateTileImg(x, y, math.Pi/2, op)
} else if left && below {
rotateTileImg(x, y, math.Pi, op)
} else if above && left {
rotateTileImg(x, y, 3*math.Pi/2, op)
}
} else if connections == 3 {
img = assets.GetTile("street_3")
// normal orientation left above right
if above && right && below {
rotateTileImg(x, y, math.Pi/2, op)
} else if left && below && right {
rotateTileImg(x, y, math.Pi, op)
} else if below && left && above {
rotateTileImg(x, y, 3*math.Pi/2, op)
}
} else if connections == 4 {
img = assets.GetTile("street_4")
}
return img
}
func (vw *MapView) handleWall(x, y int, op *ebiten.DrawImageOptions) *ebiten.Image {
var img *ebiten.Image
connections, left, right, above, below := vw.gameState.Map().FindFortificationConnections(x, y)
if connections == 0 {
// This wall is not connected to another wall ->
// check any other non neutral tiles
connections, left, right, above, below = vw.gameState.Map().FindAnyConnections(x, y)
}
// This wall is not connected to anything. Seams odd!
if connections == 0 {
log.Warn(fmt.Sprintf("Wall at (%d, %d) is not connected", x, y))
img = assets.GetTile("wall")
} else if (connections == 1 ||
(connections == 2 && ((left && right) || (above && below)))) &&
(above || below) {
if above || below {
img = assets.GetTile("wall_ud")
} else {
img = assets.GetTile("wall")
}
} else if connections == 2 {
if above {
img = assets.GetTile("wall_elbow_up")
} else {
img = assets.GetTile("wall_elbow_down")
}
if left {
op.GeoM.Scale(-1, 1)
op.GeoM.Translate(float64(img.Bounds().Dx()), 0)
}
} else if connections == 3 || connections == 4 {
img = assets.GetTile("wall")
}
return img
}
func (vw *MapView) handleGate(x, y int, op *ebiten.DrawImageOptions) (img *ebiten.Image) {
_, left, right, above, below := vw.gameState.Map().FindFortificationConnections(x, y)
if left || right {
img = assets.GetTile("gate_lr")
} else if above || below {
img = assets.GetTile("gate_ud")
} else {
img = assets.GetTile("gate")
}
return
}
func (vw *MapView) handleTower(x, y int, op *ebiten.DrawImageOptions) *ebiten.Image {
connections, left, right, above, _ := vw.gameState.Map().FindFortificationConnections(x, y)
if connections == 0 {
return assets.GetTile("tower")
}
// corner cases where tower is placed on the edge
if (left || above) && len(vw.gameState.Map().Tiles[y])-1 == x {
right = true
}
if (right || above) && x == 0 {
left = true
}
selector := ""
if left {
selector += "l"
}
if right {
selector += "r"
}
if above {
selector += "u"
}
tileName := "tower"
if selector != "" {
tileName += "_" + selector
}
return assets.GetTile(tileName)
}
func (vw *MapView) newLayerImage() *ebiten.Image {
// TODO: support non symetric maps
maxWidth := len(vw.gameState.Map().Tiles[0]) * TILE_WIDTH
maxHeight := len(vw.gameState.Map().Tiles) * TILE_HEIGHT
return ebiten.NewImage(maxWidth, maxHeight)
}
func (vw *MapView) drawMapLayer(screen *ebiten.Image) {
if vw.mapLayer == nil {
vw.mapLayer = vw.newLayerImage()
x_px, y_px := 0.0, 0.0
for y := 0; y < len(vw.gameState.Map().Tiles); y++ {
for x := 0; x < len(vw.gameState.Map().Tiles[y]); x++ {
pos := game.Position{X: x, Y: y}
tile := vw.gameState.Map().TileAt(pos)
var tileImg *ebiten.Image
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(vw.scale, vw.scale)
switch tile.Type {
case game.TileTypes.Street:
tileImg = vw.handleStreet(x, y, op)
case game.TileTypes.Wall:
tileImg = vw.handleWall(x, y, op)
case game.TileTypes.Gate:
tileImg = vw.handleGate(x, y, op)
case game.TileTypes.Tower:
tileImg = vw.handleTower(x, y, op)
case game.TileTypes.Neutral:
tileImg = assets.GetTile("neutral")
default:
tileImg = assets.GetTile(tile.Raw)
}
if tileImg == nil {
log.Panic("failed to load tile", "tile", tile.Raw)
}
op.GeoM.Translate(x_px, y_px)
if colors, found := vw.tileHighlights[pos]; found {
for _, color := range colors {
op.ColorScale.ScaleWithColor(color)
}
}
vw.mapLayer.DrawImage(tileImg, op)
x_px += float64(TILE_WIDTH)
}
x_px = 0
y_px += float64(TILE_HEIGHT)
}
}
screen.DrawImage(vw.mapLayer, &ebiten.DrawImageOptions{})
}
// getPermanentSymbol returnes a cached symbol or generates a new generic one.
func getPermanentSymbol(p game.Permanent, i int) *ebiten.Image {
permanentSymbol := assets.GetSymbol(p.Card().FileName())
if permanentSymbol == nil {
symbol := fmt.Sprintf("%c%d", unicode.ToUpper(rune(p.Card().Type.String()[0])), i)
permanentSymbol = assets.GetGenericSymbol(symbol)
if permanentSymbol == nil {
log.Panicf("Failed to generate generic symbol %s", symbol)
}
}
// Return a copy of the image to allow modifications without affect other
// uses of the symbol.
return ebiten.NewImageFromImage(permanentSymbol)
}
func (vw *MapView) drawPermanentsLayer(screen *ebiten.Image) {
if vw.permanentsLayer == nil {
vw.permanentsLayer = vw.newLayerImage()
for i, p := range vw.gameState.Permanents() {
t := p.Tile()
// Skip permanents with no containing tiles (e.g. piled ones)
if t == nil {
continue
}
permanentSymbol := getPermanentSymbol(p, i)
x_px := t.Position.X*TILE_WIDTH + (TILE_WIDTH-PERMANENT_WIDTH)/2
y_px := t.Position.Y*TILE_HEIGHT + (TILE_HEIGHT-PERMANENT_HEIGHT)/2
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(vw.scale, vw.scale)
op.GeoM.Translate(float64(x_px), float64(y_px))
col := PlayerColors[p.Controller().Id-1]
op.ColorScale.ScaleWithColor(col)
if colors, found := vw.permanentsHighlights[p]; found {
for _, color := range colors {
op.ColorScale.ScaleWithColor(color)
}
}
// Draw a pile hint
if len(p.Pile()) > 0 {
drawPileHint(permanentSymbol)
}
vw.permanentsLayer.DrawImage(permanentSymbol, op)
}
}
screen.DrawImage(vw.permanentsLayer, &ebiten.DrawImageOptions{})
}
const (
PILE_HINT_STARTX = 20
PILE_HINT_LENGTH = 15
PILE_HINT_STARTY = 25
PILE_HINT_WIDTH = 2
PILE_HINT_SEP = 2
)
func drawPileHint(screen *ebiten.Image) {
var path vector.Path
var i float32
for i = 1.0; i < 4; i++ {
y := PILE_HINT_STARTY + i*(PILE_HINT_WIDTH+PILE_HINT_SEP)
path.MoveTo(PILE_HINT_STARTX, y)
path.LineTo(PILE_HINT_STARTX+PILE_HINT_LENGTH, y)
path.Close()
}
strokeOp := &vector.StrokeOptions{Width: PILE_HINT_WIDTH}
drawOp := &vector.DrawPathOptions{AntiAlias: true}
vector.StrokePath(screen, &path, strokeOp, drawOp)
}
func (vw *MapView) Draw(screen *ebiten.Image) {
vw.drawMapLayer(screen)
vw.drawPermanentsLayer(screen)
}
func (vw *MapView) ForceRedraw() {
vw.mapLayer = nil
vw.permanentsLayer = nil
}
func isSymbolTransparentAt(p game.Permanent, relativeX, relativeY int) bool {
permanentSymbol := getPermanentSymbol(p, 0)
_, _, _, alpha := permanentSymbol.At(relativeX, relativeY).RGBA()
return alpha == 0
}
func (vw *MapView) FindObjectAt(screenX, screenY int) any {
scaled_tile_wdth := int(float64(TILE_WIDTH) * vw.scale)
scaled_tile_hght := int(float64(TILE_HEIGHT) * vw.scale)
x := screenX / scaled_tile_wdth
y := screenY / scaled_tile_hght
if x < 0 || y < 0 {
return nil
}
relativeX := screenX % scaled_tile_wdth
relativeY := screenY % scaled_tile_hght
xMargin := int(float64(TILE_WIDTH-PERMANENT_WIDTH)*vw.scale) / 2
yMargin := int(float64(TILE_HEIGHT-PERMANENT_HEIGHT)*vw.scale) / 2
// detect if a permanent or the containing tile was selected
if relativeX >= xMargin && relativeX <= scaled_tile_wdth-xMargin &&
relativeY >= yMargin && relativeY <= scaled_tile_hght-yMargin {
for _, p := range vw.gameState.Permanents() {
t := p.Tile()
if t == nil {
continue
}
pos := t.Position
if pos.X == x && pos.Y == y {
if isSymbolTransparentAt(p, relativeX, relativeY) {
break
}
return p
}
}
}
if y < len(vw.gameState.Map().Tiles) && x < len(vw.gameState.Map().Tiles[y]) {
return &vw.gameState.Map().Tiles[y][x]
}
return nil
}
func (vw *MapView) GetScreenPosition(t *game.Tile) (int, int) {
scaled_tile_wdth := int(float64(TILE_WIDTH) * vw.scale)
scaled_tile_hght := int(float64(TILE_HEIGHT) * vw.scale)
x := scaled_tile_wdth * t.Position.X
y := scaled_tile_hght * t.Position.Y
return x, y
}
func (vw *MapView) HighlightPositions(pos []game.Position, col color.Color) {
highlights := make(map[game.Position][]color.Color)
for _, p := range pos {
highlights[p] = []color.Color{col}
}
vw.tileHighlights = highlights
vw.ForceRedraw()
}
func (vw *MapView) AddHighlightPosition(pos game.Position, col color.Color) {
if colors, found := vw.tileHighlights[pos]; found {
vw.tileHighlights[pos] = append(colors, col)
} else {
vw.tileHighlights[pos] = []color.Color{col}
}
vw.ForceRedraw()
}
func (vw *MapView) HighlightTiles(tiles []*game.Tile, color color.Color) {
pos := make([]game.Position, 0, len(tiles))
for _, t := range tiles {
pos = append(pos, t.Position)
}
vw.HighlightPositions(pos, color)
}
func (vw *MapView) HighlightTile(t *game.Tile, color color.Color) {
vw.HighlightTiles([]*game.Tile{t}, color)
}
func (vw *MapView) AddHighlightTile(t *game.Tile, color color.Color) {
vw.AddHighlightPosition(t.Position, color)
}
// ClearTileHighlight removes a tile from the highlighted ones.
func (vw *MapView) ClearTileHighlight(t *game.Tile) {
delete(vw.tileHighlights, t.Position)
vw.ForceRedraw()
}
// ClearTileHighlights removes all tile highlights.
func (vw *MapView) ClearTileHighlights() {
vw.HighlightTiles([]*game.Tile{}, nil)
}
func (vw *MapView) HighlightPermanents(permanents []game.Permanent, col color.Color) {
highlights := make(map[game.Permanent][]color.Color)
for _, p := range permanents {
highlights[p] = []color.Color{col}
}
vw.permanentsHighlights = highlights
vw.ForceRedraw()
}
func (vw *MapView) AddHighlightPermanent(p game.Permanent, col color.Color) {
if colors, found := vw.permanentsHighlights[p]; found {
vw.permanentsHighlights[p] = append(colors, col)
} else {
vw.permanentsHighlights[p] = []color.Color{col}
}
vw.ForceRedraw()
}
func (vw *MapView) HighlightPermanent(p game.Permanent, color color.Color) {
vw.HighlightPermanents([]game.Permanent{p}, color)
}
func (vw *MapView) ClearPermanentsHighlights() {
vw.HighlightPermanents([]game.Permanent{}, nil)
}
func (mv *MapView) Contains(x, y int) bool {
w := mv.Width()
h := mv.Height()
return x >= 0 && y >= 0 && x <= w && y <= h
}
func (*MapView) Render(Widget) *ebiten.Image {
return nil
}
func (mv *MapView) Layout() (int, int) {
return mv.Width(), mv.Height()
}
func (mv *MapView) Scale(s float64) *MapView {
mv.scale = s
return mv
}
|