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package ui
import (
"fmt"
"image/color"
"log"
"math"
"strings"
"unicode"
"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 {
hoverPermInfo
gameState *game.State
mapLayer *ebiten.Image
permanentsLayer *ebiten.Image
tileHighlights map[game.Position]color.Color
permanentsHighlights map[game.Permanent]color.Color
}
func NewMapView(g *game.State) *MapView {
vw := &MapView{
gameState: g,
tileHighlights: make(map[game.Position]color.Color),
permanentsHighlights: make(map[game.Permanent]color.Color),
}
vw.hoverPermInfo.init(vw)
return vw
}
func (mv *MapView) Height() int {
return len(mv.gameState.Map.Tiles) * TILE_HEIGHT
}
func (mv *MapView) Width() int {
maxWidth := 0
for _, row := range mv.gameState.Map.Tiles {
if n := len(row); n > maxWidth {
maxWidth = n
}
}
return maxWidth * TILE_WIDTH
}
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 color, found := vw.tileHighlights[pos]; found {
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{})
}
func getPermanentSymbol(p game.Permanent, i int) *ebiten.Image {
permanentSymbol := assets.GetSymbol(strings.ToLower(p.Card().Name))
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 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.Translate(float64(x_px), float64(y_px))
op.ColorScale.ScaleWithColor(p.Controller().Color)
if color, found := vw.permanentsHighlights[p]; found {
op.ColorScale.ScaleWithColor(color)
}
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 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) interface{} {
x := screenX / TILE_WIDTH
y := screenY / TILE_HEIGHT
if x < 0 || y < 0 {
return nil
}
relativeX := screenX % TILE_WIDTH
relativeY := screenY % TILE_HEIGHT
xMargin := (TILE_WIDTH - PERMANENT_WIDTH) / 2
yMargin := (TILE_HEIGHT - PERMANENT_HEIGHT) / 2
// detect if a permanent or the containing tile was selected
if relativeX >= xMargin && relativeX <= TILE_WIDTH-xMargin &&
relativeY >= yMargin && relativeY <= TILE_HEIGHT-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) HighlightPositions(pos []game.Position, col color.Color) {
highlights := make(map[game.Position]color.Color)
for _, p := range pos {
highlights[p] = col
}
vw.tileHighlights = highlights
vw.ForceRedraw()
}
func (vw *MapView) AddHighlightPosition(pos game.Position, color color.Color) {
vw.tileHighlights[pos] = color
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)
}
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] = col
}
vw.permanentsHighlights = highlights
vw.ForceRedraw()
}
func (vw *MapView) AddHighlightPermanent(p game.Permanent, color color.Color) {
vw.ForceRedraw()
vw.permanentsHighlights[p] = color
}
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
}
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