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package ui
import (
"log"
"math"
"strings"
"golang.org/x/exp/slices"
"github.com/hajimehoshi/ebiten/v2"
"muhq.space/muhqs-game/go/assets"
"muhq.space/muhqs-game/go/game"
)
const (
PERMANENT_WIDTH int = 40
PERMANENT_HEIGHT int = 40
TILE_WIDTH int = 50
TILE_HEIGHT int = 50
)
type MapView struct {
gameState *game.State
mapLayer *ebiten.Image
permanentsLayer *ebiten.Image
tileHighlights []game.Position
permanentsHighlights []game.Permanent
}
func NewMapView(g *game.State) *MapView {
vw := MapView{g, nil, nil, []game.Position{}, []game.Permanent{}}
return &vw
}
func rotateStreetImg(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) rotateStreet(x, y int, op *ebiten.DrawImageOptions) {
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.Printf("Street at (%d, %d) is not connected", x, y)
} else if (connections == 1 ||
(connections == 2 && ((left && right) || (above && below)))) &&
(above || below) {
rotateStreetImg(x, y, math.Pi/2, op)
} else if connections == 2 {
// normal orientation above and right
if right && below {
rotateStreetImg(x, y, 3*math.Pi/2, op)
} else if left && below {
rotateStreetImg(x, y, math.Pi, op)
} else if above && left {
rotateStreetImg(x, y, math.Pi/2, op)
}
} else if connections == 3 {
// normal orientation left above right
if above && right && below {
rotateStreetImg(x, y, 3*math.Pi/2, op)
} else if left && below && right {
rotateStreetImg(x, y, math.Pi, op)
} else if below && left && above {
rotateStreetImg(x, y, math.Pi/2, op)
}
}
}
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)
tileImg := assets.GetTile(tile.Raw)
op := &ebiten.DrawImageOptions{}
// Rotate Street
if tile.Type == game.TileTypes.Street {
vw.rotateStreet(x, y, op)
}
op.GeoM.Translate(x_px, y_px)
if slices.Contains(vw.tileHighlights, pos) {
op.ColorM.Scale(1, 0, 0, 0.5)
}
vw.mapLayer.DrawImage(tileImg, op)
x_px += float64(TILE_WIDTH)
}
x_px = 0
y_px += float64(TILE_HEIGHT)
}
}
screen.DrawImage(vw.mapLayer, &ebiten.DrawImageOptions{})
}
func (vw *MapView) drawPermanentsLayer(screen *ebiten.Image) {
if vw.permanentsLayer == nil {
vw.permanentsLayer = vw.newLayerImage()
for _, p := range vw.gameState.Permanents {
permanentSymbol := assets.GetSymbol(strings.ToLower(p.GetCard().Name))
// TODO: Implement generic symbols
if permanentSymbol == nil {
continue
}
t := p.GetTile()
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.Translate(float64(x_px), float64(y_px))
op.ColorM.ScaleWithColor(p.GetController().Color)
for _, h := range vw.permanentsHighlights {
if p == h {
op.ColorM.Scale(255, 0.5, 0.5, 1)
break
}
}
vw.permanentsLayer.DrawImage(permanentSymbol, op)
}
}
screen.DrawImage(vw.permanentsLayer, &ebiten.DrawImageOptions{})
}
func (vw *MapView) Draw(screen *ebiten.Image) {
vw.drawMapLayer(screen)
vw.drawPermanentsLayer(screen)
}
func (vw *MapView) ForceRedraw() {
vw.mapLayer = nil
vw.permanentsLayer = nil
}
func (vw *MapView) FindObjectAt(x_px, y_px int) interface{} {
x := x_px / TILE_WIDTH
y := y_px / TILE_HEIGHT
if x < 0 || y < 0 {
return nil
}
// TODO: detect if a permanent or the containing tile was selected
for _, u := range vw.gameState.Permanents {
pos := u.GetTile().Position
if pos.X == x && pos.Y == y {
return u
}
}
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) HighlightPositions(pos []game.Position) {
vw.ForceRedraw()
vw.tileHighlights = pos
}
func (vw *MapView) HighlightTiles(tiles []*game.Tile) {
pos := make([]game.Position, 0, len(tiles))
for _, t := range tiles {
pos = append(pos, t.Position)
}
vw.HighlightPositions(pos)
}
func (vw *MapView) HighlightTile(t *game.Tile) {
vw.HighlightTiles([]*game.Tile{t})
}
func (vw *MapView) ClearTileHighlights() {
vw.HighlightTiles([]*game.Tile{})
}
func (vw *MapView) HighlightPermanents(permanents []game.Permanent) {
vw.ForceRedraw()
vw.permanentsHighlights = permanents
}
func (vw *MapView) HighlightPermanent(p game.Permanent) {
vw.HighlightPermanents([]game.Permanent{p})
}
func (vw *MapView) ClearPermanentsHighlights() {
vw.HighlightPermanents([]game.Permanent{})
}
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