mirror of
https://github.com/hajimehoshi/ebiten.git
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Add isometric demo (#1823)
Based on a prototype by Justin Cichra (@jrcichra). Closes #1112
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224
examples/isometric/game.go
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224
examples/isometric/game.go
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build example
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// +build example
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package main
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import (
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"fmt"
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"image"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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var spinner = []byte(`-\|/`)
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// Game is an isometric demo game.
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type Game struct {
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w, h int
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currentLevel *Level
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camX, camY float64
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camScale float64
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camScaleTo float64
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mousePanX, mousePanY int
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spinnerIndex int
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}
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// NewGame returns a new isometric demo Game.
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func NewGame() (*Game, error) {
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l, err := NewLevel()
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if err != nil {
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return nil, fmt.Errorf("failed to create new level: %s", err)
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}
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g := &Game{
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currentLevel: l,
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camScale: 2,
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camScaleTo: 2,
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mousePanX: math.MinInt32,
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mousePanY: math.MinInt32,
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}
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return g, nil
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}
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// Update reads current user input and updates the Game state.
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func (g *Game) Update() error {
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// Update target zoom level.
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var scrollY float64
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if ebiten.IsKeyPressed(ebiten.KeyC) || ebiten.IsKeyPressed(ebiten.KeyPageDown) {
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scrollY = -0.25
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} else if ebiten.IsKeyPressed(ebiten.KeyE) || ebiten.IsKeyPressed(ebiten.KeyPageUp) {
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scrollY = .25
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} else {
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_, scrollY = ebiten.Wheel()
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if scrollY < -1 {
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scrollY = -1
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} else if scrollY > 1 {
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scrollY = 1
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}
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}
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g.camScaleTo += scrollY * (g.camScaleTo / 7)
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// Clamp target zoom level.
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if g.camScaleTo < 0.01 {
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g.camScaleTo = 0.01
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} else if g.camScaleTo > 100 {
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g.camScaleTo = 100
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}
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// Smooth zoom transition.
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div := 10.0
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if g.camScaleTo > g.camScale {
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g.camScale += (g.camScaleTo - g.camScale) / div
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} else if g.camScaleTo < g.camScale {
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g.camScale -= (g.camScale - g.camScaleTo) / div
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}
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// Pan camera via keyboard.
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pan := 7.0 / g.camScale
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if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
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g.camX -= pan
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
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g.camX += pan
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}
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if ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS) {
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g.camY -= pan
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}
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if ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW) {
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g.camY += pan
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}
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// Pan camera via mouse.
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
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if g.mousePanX == math.MinInt32 && g.mousePanY == math.MinInt32 {
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g.mousePanX, g.mousePanY = ebiten.CursorPosition()
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} else {
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x, y := ebiten.CursorPosition()
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dx, dy := float64(g.mousePanX-x)*(pan/100), float64(g.mousePanY-y)*(pan/100)
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g.camX, g.camY = g.camX-dx, g.camY+dy
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}
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} else if g.mousePanX != math.MinInt32 || g.mousePanY != math.MinInt32 {
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g.mousePanX, g.mousePanY = math.MinInt32, math.MinInt32
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}
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// Clamp camera position.
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worldWidth := float64(g.currentLevel.w * g.currentLevel.tileSize / 2)
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worldHeight := float64(g.currentLevel.h * g.currentLevel.tileSize / 2)
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if g.camX < worldWidth*-1 {
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g.camX = worldWidth * -1
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} else if g.camX > worldWidth {
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g.camX = worldWidth
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}
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if g.camY < worldHeight*-1 {
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g.camY = worldHeight * -1
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} else if g.camY > 0 {
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g.camY = 0
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}
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// Randomize level.
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if inpututil.IsKeyJustPressed(ebiten.KeyR) {
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l, err := NewLevel()
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if err != nil {
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return fmt.Errorf("failed to create new level: %s", err)
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}
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g.currentLevel = l
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}
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return nil
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}
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// Draw draws the Game on the screen.
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func (g *Game) Draw(screen *ebiten.Image) {
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// Render level.
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g.renderLevel(screen)
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// Print game info.
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debugBox := image.NewRGBA(image.Rect(0, 0, g.w, 200))
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debugImg := ebiten.NewImageFromImage(debugBox)
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ebitenutil.DebugPrint(debugImg, fmt.Sprintf("KEYS WASD EC R\nFPS %0.0f\nTPS %0.0f\nSCA %0.2f\nPOS %0.0f,%0.0f", ebiten.CurrentFPS(), ebiten.CurrentTPS(), g.camScale, g.camX, g.camY))
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(3, 0)
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op.GeoM.Scale(2, 2)
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screen.DrawImage(debugImg, op)
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}
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// Layout is called when the Game's layout changes.
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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s := ebiten.DeviceScaleFactor()
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g.w, g.h = int(s*float64(outsideWidth)), int(s*float64(outsideHeight))
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return g.w, g.h
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}
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// cartesianToIso transforms cartesian coordinates into isometric coordinates.
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func (g *Game) cartesianToIso(x, y float64) (float64, float64) {
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tileSize := g.currentLevel.tileSize
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ix := (x - y) * float64(tileSize/2)
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iy := (x + y) * float64(tileSize/4)
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return ix, iy
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}
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/*
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// isoToCartesian transforms isometric coordinates into cartesian coordinates.
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func (g *Game) isoToCartesian(x, y float64) (float64, float64) {
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tileSize := g.currentLevel.tileSize
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cx := (x/float64(tileSize/2) + y/float64(tileSize/4)) / 2
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cy := (y/float64(tileSize/4) - (x / float64(tileSize/2))) / 2
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return cx, cy
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}
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*/
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// renderLevel draws the current Level on the screen.
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func (g *Game) renderLevel(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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var t *Tile
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for y := 0; y < g.currentLevel.h; y++ {
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for x := 0; x < g.currentLevel.w; x++ {
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xi, yi := g.cartesianToIso(float64(x), float64(y))
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// Skip drawing off-screen tiles.
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padding := float64(g.currentLevel.tileSize) * g.camScale
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drawX, drawY := ((xi-g.camX)*g.camScale)+float64(g.w/2.0), ((yi+g.camY)*g.camScale)+float64(g.h/2.0)
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if drawX+padding < 0 || drawY+padding < 0 || drawX > float64(g.w) || drawY > float64(g.h) {
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continue
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}
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t = g.currentLevel.tiles[y][x]
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if t == nil {
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continue // No tile at this position.
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}
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op.GeoM.Reset()
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// Move to current isometric position.
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op.GeoM.Translate(xi, yi)
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// Translate camera position.
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op.GeoM.Translate(-g.camX, g.camY)
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// Zoom.
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op.GeoM.Scale(g.camScale, g.camScale)
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// Center.
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op.GeoM.Translate(float64(g.w/2.0), float64(g.h/2.0))
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t.Draw(screen, op)
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}
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}
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}
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93
examples/isometric/level.go
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93
examples/isometric/level.go
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@ -0,0 +1,93 @@
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build example
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// +build example
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package main
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import (
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"fmt"
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"math/rand"
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"time"
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)
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// Level represents a Game level.
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type Level struct {
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w, h int
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tiles [][]*Tile // (Y,X) array of tiles
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tileSize int
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}
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// Tile returns the tile at the provided coordinates, or nil.
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func (l *Level) Tile(x, y int) *Tile {
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if x >= 0 && y >= 0 && x < l.w && y < l.h {
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return l.tiles[y][x]
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}
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return nil
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}
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// Size returns the size of the Level.
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func (l *Level) Size() (width, height int) {
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return l.w, l.h
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}
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// NewLevel returns a new randomly generated Level.
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func NewLevel() (*Level, error) {
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// Create a 108x108 Level.
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l := &Level{
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w: 108,
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h: 108,
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tileSize: 64,
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}
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// Load embedded SpriteSheet.
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ss, err := LoadSpriteSheet(l.tileSize)
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if err != nil {
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return nil, fmt.Errorf("failed to load embedded spritesheet: %s", err)
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}
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// Generate a unique permutation each time.
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r := rand.New(rand.NewSource(time.Now().UTC().UnixNano()))
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// Fill each tile with one or more sprites randomly.
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l.tiles = make([][]*Tile, l.h)
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for y := 0; y < l.h; y++ {
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l.tiles[y] = make([]*Tile, l.w)
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for x := 0; x < l.w; x++ {
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t := &Tile{}
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isBorderSpace := x == 0 || y == 0 || x == l.w-1 || y == l.h-1
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val := r.Intn(1000)
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switch {
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case isBorderSpace || val < 275:
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t.AddSprite(ss.Wall)
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case val < 285:
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t.AddSprite(ss.Statue)
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case val < 288:
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t.AddSprite(ss.Crown)
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case val < 289:
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t.AddSprite(ss.Floor)
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t.AddSprite(ss.Tube)
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case val < 290:
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t.AddSprite(ss.Portal)
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default:
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t.AddSprite(ss.Floor)
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}
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l.tiles[y][x] = t
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}
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}
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return l, nil
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}
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examples/isometric/main.go
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39
examples/isometric/main.go
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@ -0,0 +1,39 @@
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build example
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// +build example
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package main
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import (
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"log"
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"github.com/hajimehoshi/ebiten/v2"
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)
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func main() {
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ebiten.SetWindowTitle("Isometric (Ebiten Demo)")
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ebiten.SetWindowSize(640, 480)
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ebiten.SetWindowResizable(true)
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g, err := NewGame()
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if err != nil {
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log.Fatal(err)
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}
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if err = ebiten.RunGame(g); err != nil {
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log.Fatal(err)
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}
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}
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63
examples/isometric/spritesheet.go
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63
examples/isometric/spritesheet.go
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
|
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// You may obtain a copy of the License at
|
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
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// limitations under the License.
|
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//go:build example
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// +build example
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package main
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import (
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"bytes"
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"image"
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_ "image/png"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/examples/resources/images"
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)
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// SpriteSheet represents a collection of sprite images.
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type SpriteSheet struct {
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Floor *ebiten.Image
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Wall *ebiten.Image
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Statue *ebiten.Image
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Tube *ebiten.Image
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Crown *ebiten.Image
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Portal *ebiten.Image
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}
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// LoadSpriteSheet loads the embedded SpriteSheet.
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func LoadSpriteSheet(tileSize int) (*SpriteSheet, error) {
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img, _, err := image.Decode(bytes.NewReader(images.Spritesheet_png))
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if err != nil {
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return nil, err
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}
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sheet := ebiten.NewImageFromImage(img)
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// spriteAt returns a sprite at the provided coordinates.
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spriteAt := func(x, y int) *ebiten.Image {
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return sheet.SubImage(image.Rect(x*tileSize, (y+1)*tileSize, (x+1)*tileSize, y*tileSize)).(*ebiten.Image)
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}
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// Populate SpriteSheet.
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s := &SpriteSheet{}
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s.Floor = spriteAt(10, 4)
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s.Wall = spriteAt(2, 3)
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s.Statue = spriteAt(5, 4)
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s.Tube = spriteAt(3, 4)
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s.Crown = spriteAt(8, 6)
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s.Portal = spriteAt(5, 6)
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return s, nil
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}
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48
examples/isometric/tile.go
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48
examples/isometric/tile.go
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// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
|
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// you may not use this file except in compliance with the License.
|
||||
// You may obtain a copy of the License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the License is distributed on an "AS IS" BASIS,
|
||||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
// See the License for the specific language governing permissions and
|
||||
// limitations under the License.
|
||||
|
||||
//go:build example
|
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// +build example
|
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|
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package main
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|
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import (
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"github.com/hajimehoshi/ebiten/v2"
|
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)
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// Tile represents a space with an x,y coordinate within a Level. Any number of
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// sprites may be added to a Tile.
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type Tile struct {
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sprites []*ebiten.Image
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}
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// AddSprite adds a sprite to the Tile.
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func (t *Tile) AddSprite(s *ebiten.Image) {
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t.sprites = append(t.sprites, s)
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}
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// ClearSprites removes all sprites from the Tile.
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func (t *Tile) ClearSprites() {
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for i := range t.sprites {
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t.sprites[i] = nil
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}
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t.sprites = t.sprites[:0]
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}
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// Draw draws the Tile on the screen using the provided options.
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||||
func (t *Tile) Draw(screen *ebiten.Image, options *ebiten.DrawImageOptions) {
|
||||
for _, s := range t.sprites {
|
||||
screen.DrawImage(s, options)
|
||||
}
|
||||
}
|
@ -31,6 +31,13 @@ https://opengameart.org/content/runner-character
|
||||
CC0 1.0
|
||||
```
|
||||
|
||||
## spritesheet.png
|
||||
|
||||
```
|
||||
Part of (or All) the graphic tiles used in this program is the public domain
|
||||
roguelike tileset 'RLTiles'. You can find the original tileset at: http://rltiles.sf.net
|
||||
```
|
||||
|
||||
## smoke.png
|
||||
|
||||
```
|
||||
|
8
examples/resources/images/spritesheet.go
Normal file
8
examples/resources/images/spritesheet.go
Normal file
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BIN
examples/resources/images/spritesheet.png
Normal file
BIN
examples/resources/images/spritesheet.png
Normal file
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After Width: | Height: | Size: 112 KiB |
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Reference in New Issue
Block a user