carotidartillery/level.go

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package main
import (
"fmt"
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"math"
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"math/rand"
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"github.com/Meshiest/go-dungeon/dungeon"
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)
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const dungeonScale = 4
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// Level represents a game level.
type Level struct {
w, h int
tiles [][]*Tile // (Y,X) array of tiles
tileSize int
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items []*gameItem
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creeps []*gameCreep
liveCreeps int
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player *gamePlayer
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torches []*gameCreep
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}
// Tile returns the tile at the provided coordinates, or nil.
func (l *Level) Tile(x, y int) *Tile {
if x >= 0 && y >= 0 && x < l.w && y < l.h {
return l.tiles[y][x]
}
return nil
}
// Size returns the size of the Level.
func (l *Level) Size() (width, height int) {
return l.w, l.h
}
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func (l *Level) isFloor(x float64, y float64, exact bool) bool {
offsetA := .25
offsetB := .75
if exact {
offsetA = 0
offsetB = 0
}
t := l.Tile(int(x+offsetA), int(y+offsetA))
if t == nil {
return false
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}
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if !t.floor {
return false
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}
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t = l.Tile(int(x+offsetB), int(y+offsetB))
if t == nil {
return false
}
return t.floor
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}
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func (l *Level) newSpawnLocation() (float64, float64) {
SPAWNLOCATION:
for {
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x := float64(1 + rand.Intn(l.w-2))
y := float64(1 + rand.Intn(l.h-2))
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if !l.isFloor(x, y, false) {
continue
}
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// Too close to player.
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playerSafeSpace := 18.0
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dx, dy := deltaXY(x, y, l.player.x, l.player.y)
if dx <= playerSafeSpace && dy <= playerSafeSpace {
continue
}
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// Too close to garlic or holy water.
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garlicSafeSpace := 2.0
for _, item := range l.items {
if item.health == 0 {
continue
}
dx, dy = deltaXY(x, y, item.x, item.y)
if dx <= garlicSafeSpace && dy <= garlicSafeSpace {
continue SPAWNLOCATION
}
}
return x, y
}
}
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// NewLevel returns a new randomly generated Level.
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func NewLevel(levelNum int, p *gamePlayer) (*Level, error) {
multiplier := levelNum
if multiplier > 2 {
multiplier = 2
}
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l := &Level{
w: 336 * multiplier,
h: 336 * multiplier,
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tileSize: 32,
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player: p,
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}
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var err error
sandstoneSS, err = LoadEnvironmentSpriteSheet()
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if err != nil {
return nil, fmt.Errorf("failed to load embedded spritesheet: %s", err)
}
rooms := 33
if multiplier == 2 {
rooms = 66
}
d := dungeon.NewDungeon(l.w/dungeonScale, rooms)
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dungeonFloor := 1
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l.tiles = make([][]*Tile, l.h)
for y := 0; y < l.h; y++ {
l.tiles[y] = make([]*Tile, l.w)
for x := 0; x < l.w; x++ {
t := &Tile{}
if y < l.h-1 && d.Grid[x/dungeonScale][y/dungeonScale] == dungeonFloor {
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if rand.Intn(13) == 0 {
t.AddSprite(sandstoneSS.FloorC)
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} else {
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t.AddSprite(sandstoneSS.FloorA)
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}
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t.floor = true
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}
l.tiles[y][x] = t
}
}
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neighbors := func(x, y int) [][2]int {
return [][2]int{
{x - 1, y - 1},
{x, y - 1},
{x + 1, y - 1},
{x + 1, y},
{x + 1, y + 1},
{x, y + 1},
{x - 1, y + 1},
{x - 1, y},
}
}
floorTile := func(x, y int) bool {
t := l.Tile(x, y)
if t == nil {
return false
}
return t.floor
}
// Add walls.
for x := 0; x < l.w; x++ {
for y := 0; y < l.h; y++ {
t := l.Tile(x, y)
if t == nil {
continue
}
if !t.floor {
continue
}
for _, n := range neighbors(x, y) {
nx, ny := n[0], n[1]
neighbor := l.Tile(nx, ny)
if neighbor == nil || neighbor.floor || neighbor.wall {
continue
}
neighbor.wall = true
// From perspective of neighbor tile.
bottom := floorTile(nx, ny+1)
top := floorTile(nx, ny-1)
right := floorTile(nx+1, ny)
left := floorTile(nx-1, ny)
topLeft := floorTile(nx-1, ny-1)
topRight := floorTile(nx+1, ny-1)
bottomLeft := floorTile(nx-1, ny+1)
bottomRight := floorTile(nx+1, ny+1)
// Determine which wall sprite to belongs here.
spriteTop := !top && bottom
spriteLeft := (left || bottomLeft) && !right && !bottomRight && !bottom
spriteRight := (right || bottomRight) && !left && !bottomLeft && !bottom
spriteBottomRight := !topLeft && !top && topRight && !bottomLeft && !bottom && !bottomRight
spriteBottomLeft := topLeft && !top && !topRight && !bottomLeft && !bottom && !bottomRight
spriteBottom := top && !bottom
// Add wall sprite.
switch {
case spriteTop:
if !bottomLeft || !bottomRight || left || right {
neighbor.AddSprite(sandstoneSS.WallPillar)
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c := newCreep(TypeTorch, l, l.player)
c.x, c.y = float64(nx), float64(ny)
l.creeps = append(l.creeps, c)
l.torches = append(l.torches, c)
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} else {
neighbor.AddSprite(sandstoneSS.WallTop)
}
case spriteLeft:
if spriteBottom {
neighbor.AddSprite(sandstoneSS.WallBottom)
}
neighbor.AddSprite(sandstoneSS.WallLeft)
case spriteRight:
if spriteBottom {
neighbor.AddSprite(sandstoneSS.WallBottom)
}
neighbor.AddSprite(sandstoneSS.WallRight)
case spriteBottomLeft:
neighbor.AddSprite(sandstoneSS.WallBottomLeft)
case spriteBottomRight:
neighbor.AddSprite(sandstoneSS.WallBottomRight)
case spriteBottom:
neighbor.AddSprite(sandstoneSS.WallBottom)
}
}
}
}
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l.bakeLightmap()
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return l, nil
}
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func (l *Level) bakeLightmap() {
for x := 0; x < l.w; x++ {
for y := 0; y < l.h; y++ {
t := l.tiles[y][x]
v := 0.0
for _, torch := range l.torches {
if torch.health == 0 {
continue
}
torchV := colorScaleValue(float64(x), float64(y), torch.x, torch.y)
v += torchV
}
t.colorScale = v
}
}
}
func (l *Level) bakePartialLightmap(lx, ly int) {
radius := 16
for x := lx - radius; x < lx+radius; x++ {
for y := ly - radius; y < ly+radius; y++ {
t := l.Tile(x, y)
if t == nil {
continue
}
v := 0.0
for _, torch := range l.torches {
if torch.health == 0 {
continue
}
torchV := colorScaleValue(float64(x), float64(y), torch.x, torch.y)
v += torchV
}
t.colorScale = v
}
}
}
func (l *Level) addCreep(creepType int) {
c := newCreep(creepType, l, l.player)
l.creeps = append(l.creeps, c)
}
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func angle(x1, y1, x2, y2 float64) float64 {
return math.Atan2(y1-y2, x1-x2)
}
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func colorScaleValue(x, y, bx, by float64) float64 {
dx, dy := deltaXY(x, y, bx, by)
sD := 7 / (dx + dy)
if sD > 1 {
sD = 1
}
sDB := sD
if dx > 4 {
sDB *= 0.6 / (dx / 4)
}
if dy > 4 {
sDB *= 0.6 / (dy / 4)
}
sD = sD * 2 * sDB
if sD > 1 {
sD = 1
}
return sD
}