carotidartillery/ss_environment.go

141 lines
4.4 KiB
Go

package main
import (
"image"
_ "image/png"
"github.com/hajimehoshi/ebiten/v2"
)
var sandstoneSS *EnvironmentSpriteSheet
// EnvironmentSpriteSheet represents a collection of sprite images.
type EnvironmentSpriteSheet struct {
FloorA *ebiten.Image
FloorB *ebiten.Image
FloorC *ebiten.Image
WallTop *ebiten.Image
WallBottom *ebiten.Image
WallBottomLeft *ebiten.Image
WallBottomRight *ebiten.Image
WallLeft *ebiten.Image
WallRight *ebiten.Image
WallTopLeft *ebiten.Image
WallTopRight *ebiten.Image
WallPillar *ebiten.Image
TorchTop1 *ebiten.Image
TorchTop2 *ebiten.Image
TorchTop3 *ebiten.Image
TorchTop4 *ebiten.Image
TorchTop5 *ebiten.Image
TorchTop6 *ebiten.Image
TorchTop7 *ebiten.Image
TorchTop8 *ebiten.Image
TorchTop9 *ebiten.Image
TorchMulti *ebiten.Image
TopDoorClosedL *ebiten.Image
TopDoorClosedR *ebiten.Image
TopDoorOpenTL *ebiten.Image
TopDoorOpenTR *ebiten.Image
TopDoorOpenBL *ebiten.Image
TopDoorOpenBR *ebiten.Image
BottomDoorClosedL *ebiten.Image
BottomDoorClosedR *ebiten.Image
BottomDoorOpenTL *ebiten.Image
BottomDoorOpenTR *ebiten.Image
BottomDoorOpenBL *ebiten.Image
BottomDoorOpenBR *ebiten.Image
}
// LoadEnvironmentSpriteSheet loads the embedded EnvironmentSpriteSheet.
func LoadEnvironmentSpriteSheet() (*EnvironmentSpriteSheet, error) {
tileSize := 32
// Populate EnvironmentSpriteSheet.
s := &EnvironmentSpriteSheet{}
// Dungeon sprites
dungeonFile, err := assetsFS.Open("assets/sandstone-dungeon/Tiles-Sandstone-Dungeons.png")
if err != nil {
return nil, err
}
defer dungeonFile.Close()
dungeonImg, _, err := image.Decode(dungeonFile)
if err != nil {
return nil, err
}
dungeonSheet := ebiten.NewImageFromImage(dungeonImg)
// dungeonSpriteAt returns a sprite at the provided coordinates.
dungeonSpriteAt := func(x, y int) *ebiten.Image {
return dungeonSheet.SubImage(image.Rect(x*tileSize, (y+1)*tileSize, (x+1)*tileSize, y*tileSize)).(*ebiten.Image)
}
s.FloorA = dungeonSpriteAt(3, 1)
s.FloorB = dungeonSpriteAt(2, 0)
s.FloorC = dungeonSpriteAt(2, 1)
s.WallTop = dungeonSpriteAt(1, 2)
s.WallBottom = dungeonSpriteAt(1, 6)
s.WallBottomLeft = dungeonSpriteAt(2, 6)
s.WallBottomRight = dungeonSpriteAt(0, 6)
s.WallLeft = dungeonSpriteAt(2, 2)
s.WallRight = dungeonSpriteAt(0, 2)
s.WallTopLeft = dungeonSpriteAt(2, 3)
s.WallTopRight = dungeonSpriteAt(0, 3)
s.WallPillar = dungeonSpriteAt(8, 4)
// Door sprites
doorFile, err := assetsFS.Open("assets/sandstone-dungeon/Tiles-Door-packs.png")
if err != nil {
return nil, err
}
defer doorFile.Close()
doorImg, _, err := image.Decode(doorFile)
if err != nil {
return nil, err
}
doorSheet := ebiten.NewImageFromImage(doorImg)
// doorSpriteAt returns a sprite at the provided coordinates.
doorSpriteAt := func(x, y int) *ebiten.Image {
return doorSheet.SubImage(image.Rect(x*tileSize, (y+1)*tileSize, (x+1)*tileSize, y*tileSize)).(*ebiten.Image)
}
s.TopDoorClosedL = doorSpriteAt(5, 0)
s.TopDoorClosedR = doorSpriteAt(6, 0)
s.TopDoorOpenTL = doorSpriteAt(5, 3)
s.TopDoorOpenTR = doorSpriteAt(6, 3)
s.TopDoorOpenBL = doorSpriteAt(5, 4)
s.TopDoorOpenBR = doorSpriteAt(6, 4)
s.BottomDoorClosedL = dungeonSpriteAt(4, 0)
s.BottomDoorClosedR = dungeonSpriteAt(5, 0)
s.BottomDoorOpenTL = doorSpriteAt(5, 3)
s.BottomDoorOpenTR = doorSpriteAt(6, 3)
s.BottomDoorOpenBL = doorSpriteAt(5, 4)
s.BottomDoorOpenBR = doorSpriteAt(6, 4)
// Prop sprites
propFile, err := assetsFS.Open("assets/sandstone-dungeon/Tiles-Props-pack.png")
if err != nil {
return nil, err
}
defer propFile.Close()
propImg, _, err := image.Decode(propFile)
if err != nil {
return nil, err
}
propSheet := ebiten.NewImageFromImage(propImg)
// dungeonSpriteAt returns a sprite at the provided coordinates.
propSpriteAt := func(x, y int) *ebiten.Image {
return propSheet.SubImage(image.Rect(x*tileSize, (y+1)*tileSize, (x+1)*tileSize, y*tileSize)).(*ebiten.Image)
}
s.TorchTop1 = propSpriteAt(0, 2)
s.TorchTop2 = propSpriteAt(1, 2)
s.TorchTop3 = propSpriteAt(2, 2)
s.TorchTop4 = propSpriteAt(3, 2)
s.TorchTop5 = propSpriteAt(4, 2)
s.TorchTop6 = propSpriteAt(5, 2)
s.TorchTop7 = propSpriteAt(6, 2)
s.TorchTop8 = propSpriteAt(7, 2)
s.TorchTop9 = propSpriteAt(8, 2)
s.TorchMulti = propSpriteAt(2, 4)
return s, nil
}