File splitting.

master
Luka Vandervelden 2018-11-04 00:57:20 +09:00
parent 01c835567e
commit cafa63e6ab
5 changed files with 316 additions and 313 deletions

View File

@ -3,99 +3,6 @@ require "json"
require "./naka.cr"
class Map
@save_directory : String
getter generator
def initialize(@save_directory, &block : Proc(Tile, Int32, Int32, Tile?))
Dir.mkdir_p @save_directory
@generator = block
end
class Object
getter type : String
def initialize(@type)
end
def to_json(builder)
builder.object do
builder.field "type", @type
end
end
end
class Tile < Array(Object)
def initialize(element)
initialize
self << element
end
end
CHUNK_SIZE = 32
class Chunk
property tiles : Array(Array(Tile))
getter x : Int32
getter y : Int32
def initialize(@x, @y, map)
p "Creating Map::Chunk"
@tiles = Array.new(CHUNK_SIZE) do |x|
x += @x * CHUNK_SIZE
Array.new(CHUNK_SIZE) do |y|
y += @y * CHUNK_SIZE
Tile.new(Object.new "stone").tap do |tile|
map.generator.call tile, x, y
end
end
end
end
def to_json
{
:x => @x,
:y => @y,
:tiles => @tiles
}.to_json
end
def get(x, y)
@tiles[x][y]
end
end
@chunks = Hash(Int32, Hash(Int32, Chunk)).new
def get_chunk(x, y)
chunks_list = @chunks[x]?
if chunks_list.nil?
chunks_list = Hash(Int32, Chunk).new
@chunks[x] = chunks_list
end
chunk = chunks_list[y]?
if chunk.nil?
chunk = Chunk.new x, y, self
chunks_list[y] = chunk
save chunk
end
chunk
end
def save(chunk : Chunk)
File.write "#{@save_directory}/chunk-#{chunk.x}-#{chunk.y}.json", chunk.to_json
end
def get(x, y)
get_chunk(x / CHUNK_SIZE, y / CHUNK_SIZE).get(x % CHUNK_SIZE, y % CHUNK_SIZE)
end
end
class ImagesLoader
getter grass : SDL::Texture
getter stone : SDL::Texture
@ -131,7 +38,7 @@ images = ImagesLoader.new window
connection_font = window.newFont "Connection.otf", 30.5
window.set_font connection_font
altitude_map = Naka::Noise2D.new.tap do |a|
altitude_noise = Naka::Noise2D.new.tap do |a|
a.add_octave(32, 1)
a.add_octave(16, 0.5)
a.add_octave(8, 0.25)
@ -139,7 +46,7 @@ altitude_map = Naka::Noise2D.new.tap do |a|
a.add_octave(2, 1/16) # wtf, too smol
end
humidity_map = Naka::Noise2D.new.tap do |a|
humidity_noise = Naka::Noise2D.new.tap do |a|
a.add_octave(64, 1)
a.add_octave(32, 0.5)
a.add_octave(16, 0.25)
@ -148,63 +55,61 @@ humidity_map = Naka::Noise2D.new.tap do |a|
a.add_octave(2, 0.10)
end
evil_map = Naka::Noise2D.new.tap do |a|
evil_noise = Naka::Noise2D.new.tap do |a|
a.add_octave(48, 0.6)
a.add_octave(32, 0.6)
a.add_octave(16, 0.3)
end
flowers_map = Naka::Noise2D.new(1, 1)
map = Naka::Map.new "map-test-01" do |tile, x, y|
altitude = altitude_noise.get(x, y) + 0.5
map = Map.new "map-test-01" do |tile, x, y|
altitude = altitude_map.get(x, y) + 0.5
humidity = humidity_noise.get(x, y) + 0.5
humidity = humidity_map.get(x, y) + 0.5
evil = evil_map.get(x, y)
evil = evil_noise.get(x, y)
if altitude < 0.25
tile << Map::Object.new "sand"
tile << Naka::Map::Object.new "sand"
if altitude < 0.175
tile << Map::Object.new "water"
tile << Naka::Map::Object.new "water"
else
if humidity < 0.33
tile << Map::Object.new "sand"
tile << Naka::Map::Object.new "sand"
else
tile << Map::Object.new "dirt"
tile << Naka::Map::Object.new "dirt"
end
end
elsif altitude < 0.75
tile << Map::Object.new "dirt"
tile << Naka::Map::Object.new "dirt"
if evil > 0.5
tile << Map::Object.new "haunted"
tile << Naka::Map::Object.new "haunted"
else
tile << Map::Object.new "grass"
tile << Naka::Map::Object.new "grass"
end
if altitude > 0.35 && altitude < 0.65
if humidity > 0.4
if humidity > 0.8
tile << Map::Object.new "tree"
tile << Naka::Map::Object.new "tree"
elsif humidity < 0.6
tile << Map::Object.new "pine"
tile << Naka::Map::Object.new "pine"
else
if Random.rand(2) == 0
tile << Map::Object.new "tree"
tile << Naka::Map::Object.new "tree"
else
tile << Map::Object.new "pine"
tile << Naka::Map::Object.new "pine"
end
end
else
if Random.rand(10) == 0
tile << Map::Object.new "flowers"
tile << Naka::Map::Object.new "flowers"
end
end
end
elsif altitude > 0.85
tile << Map::Object.new "rocks"
tile << Naka::Map::Object.new "rocks"
end
end

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@ -1,203 +1,7 @@
require "sdl"
require "sdl/image"
require "sdl/ttf"
# Not sure wed even need that, buuut…
class Naka
end
require "./noise.cr"
## Helper code comes here
class Naka
def self.init
SDL.init SDL::Init::VIDEO
SDL::IMG.init SDL::IMG::Init::PNG
SDL::TTF.init
at_exit {
SDL.quit
SDL::TTF.quit
}
end
end
class Naka::Renderer < SDL::Renderer
end
class Naka::Window
alias Flags = LibSDL::WindowFlags
alias Position = LibSDL::WindowPosition
getter renderer
@current_font : SDL::TTF::Font? = nil
def initialize(title, width, height,
x : Position = Position::UNDEFINED,
y : Position = Position::UNDEFINED,
flags : Flags = Flags::SHOWN)
@window = SDL::Window.new(title, width, height, x, y, flags)
@renderer = Naka::Renderer.new @window
@renderer.draw_blend_mode = SDL::BlendMode::BLEND
end
def newImage(file_path) : SDL::Texture
SDL::IMG.load(file_path, @renderer).tap do |texture|
texture.blend_mode = SDL::BlendMode::BLEND
end
end
def newFont(file_path, font_size = 12) : SDL::TTF::Font
SDL::TTF::Font.new file_path, font_size
end
# FIXME: Well probably want options for scaling, rotations, and so on.
def draw(texture : SDL::Texture, x : Int32, y : Int32, scale_x = 1, scale_y = 1)
@renderer.copy texture,
dstrect: SDL::Rect[x, y, (texture.width * scale_x).to_i, (texture.height * scale_y).to_i]
end
def draw(surface : SDL::Surface, x : Int32, y : Int32)
@renderer.copy surface,
dstrect: SDL::Rect[x, y, surface.width, surface.height]
end
def set_font(@current_font)
end
# FIXME:
# - This only prints properly “solid” text. Shaded text (depixelated)
# would need some additional OpenGL manipulations.
# - This is very inefficient resources-wise. If we are willing to drop
# ligatures support (is it even supported in SDL::TTF?), we should
# build a textures atlas of all glyphs and use that to render text.
# - Alternatively, it may be worth it to let users generate a texture of
# some text and draw it, manually.
def print(text, x, y)
font = @current_font
return if font.nil?
surface = font.render_solid(text, SDL::Color[0, 0, 0, 255], @renderer.draw_color)
draw surface, x, y
end
end
class Naka::Timer
getter start
getter last_update
def initialize
@start = Time.now
@last_update = @start
end
def step
now = Time.now
dt = now.epoch_ms - @last_update.epoch_ms
@last_update = now
dt
end
end
class Naka::Event
class Quit
end
class Draw
getter window : Naka::Window
def initialize(@window)
end
end
class Update
getter dt : Int64
def initialize(@dt)
end
end
# FIXME: Split in KeyUp and KeyDown.
class KeyUp
getter key : LibSDL::Keycode
getter scan_code : LibSDL::Scancode
def initialize(@key, @scan_code)
end
end
class KeyDown
getter key : LibSDL::Keycode
getter scan_code : LibSDL::Scancode
getter repeat : Bool
def initialize(@key, @scan_code, @repeat)
end
end
# FIXME: THIS MAIN LOOP IS **NOT** READY FOR PRODUCTION
# Update events are still missing, and both Draw and Update should
# be time-based.
# Why having a `window` parameter instead of making a Window#loop method?
# Because we may want to have a `windows` parameter in the future, although
# unlikely. But still possible.
def self.loop(window, &block)
max_fps = 60
max_dt = 1000. / 60
timer = Naka::Timer.new
renderer = window.renderer
::loop do
exit_requested = false
while event = SDL::Event.poll
r_value = yield case event
when SDL::Event::Quit
Naka::Event::Quit.new
when SDL::Event::Keyboard
keysym = event.keysym
if event.type == LibSDL::EventType::KEYUP
Naka::Event::KeyUp.new keysym.sym, keysym.scancode
elsif event.type == LibSDL::EventType::KEYDOWN
Naka::Event::KeyDown.new keysym.sym, keysym.scancode, event.repeat != 0
end
else # FIXME: Most event types may need proper Naka:: classes.
event
end
if r_value == Naka::Event::Quit
exit_requested = true
break
end
end
break if exit_requested
dt = timer.step
r_value = yield Naka::Event::Update.new dt
break if r_value == Naka::Event::Quit
renderer.draw_color = SDL::Color[255, 255, 255, 255]
renderer.clear
yield Naka::Event::Draw.new window
renderer.present
sleep 0.001
end
end
end
require "./naka/*"

96
src/naka/map.cr Normal file
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@ -0,0 +1,96 @@
require "json"
class Naka::Map
@save_directory : String
getter generator
def initialize(@save_directory, &block : Proc(Tile, Int32, Int32, Tile?))
Dir.mkdir_p @save_directory
@generator = block
end
class Object
getter type : String
def initialize(@type)
end
def to_json(builder)
builder.object do
builder.field "type", @type
end
end
end
class Tile < Array(Object)
def initialize(element)
initialize
self << element
end
end
CHUNK_SIZE = 32
class Chunk
property tiles : Array(Array(Tile))
getter x : Int32
getter y : Int32
def initialize(@x, @y, map)
p "Creating Map::Chunk"
@tiles = Array.new(CHUNK_SIZE) do |x|
x += @x * CHUNK_SIZE
Array.new(CHUNK_SIZE) do |y|
y += @y * CHUNK_SIZE
Tile.new(Object.new "stone").tap do |tile|
map.generator.call tile, x, y
end
end
end
end
def to_json
{
:x => @x,
:y => @y,
:tiles => @tiles
}.to_json
end
def get(x, y)
@tiles[x][y]
end
end
@chunks = Hash(Int32, Hash(Int32, Chunk)).new
def get_chunk(x, y)
chunks_list = @chunks[x]?
if chunks_list.nil?
chunks_list = Hash(Int32, Chunk).new
@chunks[x] = chunks_list
end
chunk = chunks_list[y]?
if chunk.nil?
chunk = Chunk.new x, y, self
chunks_list[y] = chunk
save chunk
end
chunk
end
def save(chunk : Chunk)
File.write "#{@save_directory}/chunk-#{chunk.x}-#{chunk.y}.json", chunk.to_json
end
def get(x, y)
get_chunk(x / CHUNK_SIZE, y / CHUNK_SIZE).get(x % CHUNK_SIZE, y % CHUNK_SIZE)
end
end

198
src/naka/naka.cr Normal file
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@ -0,0 +1,198 @@
require "sdl"
require "sdl/image"
require "sdl/ttf"
## Helper code comes here
class Naka
def self.init
SDL.init SDL::Init::VIDEO
SDL::IMG.init SDL::IMG::Init::PNG
SDL::TTF.init
at_exit {
SDL.quit
SDL::TTF.quit
}
end
end
class Naka::Renderer < SDL::Renderer
end
class Naka::Window
alias Flags = LibSDL::WindowFlags
alias Position = LibSDL::WindowPosition
getter renderer
@current_font : SDL::TTF::Font? = nil
def initialize(title, width, height,
x : Position = Position::UNDEFINED,
y : Position = Position::UNDEFINED,
flags : Flags = Flags::SHOWN)
@window = SDL::Window.new(title, width, height, x, y, flags)
@renderer = Naka::Renderer.new @window
@renderer.draw_blend_mode = SDL::BlendMode::BLEND
end
def newImage(file_path) : SDL::Texture
SDL::IMG.load(file_path, @renderer).tap do |texture|
texture.blend_mode = SDL::BlendMode::BLEND
end
end
def newFont(file_path, font_size = 12) : SDL::TTF::Font
SDL::TTF::Font.new file_path, font_size
end
# FIXME: Well probably want options for scaling, rotations, and so on.
def draw(texture : SDL::Texture, x : Int32, y : Int32, scale_x = 1, scale_y = 1)
@renderer.copy texture,
dstrect: SDL::Rect[x, y, (texture.width * scale_x).to_i, (texture.height * scale_y).to_i]
end
def draw(surface : SDL::Surface, x : Int32, y : Int32)
@renderer.copy surface,
dstrect: SDL::Rect[x, y, surface.width, surface.height]
end
def set_font(@current_font)
end
# FIXME:
# - This only prints properly “solid” text. Shaded text (depixelated)
# would need some additional OpenGL manipulations.
# - This is very inefficient resources-wise. If we are willing to drop
# ligatures support (is it even supported in SDL::TTF?), we should
# build a textures atlas of all glyphs and use that to render text.
# - Alternatively, it may be worth it to let users generate a texture of
# some text and draw it, manually.
def print(text, x, y)
font = @current_font
return if font.nil?
surface = font.render_solid(text, SDL::Color[0, 0, 0, 255], @renderer.draw_color)
draw surface, x, y
end
end
class Naka::Timer
getter start
getter last_update
def initialize
@start = Time.now
@last_update = @start
end
def step
now = Time.now
dt = now.epoch_ms - @last_update.epoch_ms
@last_update = now
dt
end
end
class Naka::Event
class Quit
end
class Draw
getter window : Naka::Window
def initialize(@window)
end
end
class Update
getter dt : Int64
def initialize(@dt)
end
end
# FIXME: Split in KeyUp and KeyDown.
class KeyUp
getter key : LibSDL::Keycode
getter scan_code : LibSDL::Scancode
def initialize(@key, @scan_code)
end
end
class KeyDown
getter key : LibSDL::Keycode
getter scan_code : LibSDL::Scancode
getter repeat : Bool
def initialize(@key, @scan_code, @repeat)
end
end
# FIXME: THIS MAIN LOOP IS **NOT** READY FOR PRODUCTION
# Update events are still missing, and both Draw and Update should
# be time-based.
# Why having a `window` parameter instead of making a Window#loop method?
# Because we may want to have a `windows` parameter in the future, although
# unlikely. But still possible.
def self.loop(window, &block)
max_fps = 60
max_dt = 1000. / 60
timer = Naka::Timer.new
renderer = window.renderer
::loop do
exit_requested = false
while event = SDL::Event.poll
r_value = yield case event
when SDL::Event::Quit
Naka::Event::Quit.new
when SDL::Event::Keyboard
keysym = event.keysym
if event.type == LibSDL::EventType::KEYUP
Naka::Event::KeyUp.new keysym.sym, keysym.scancode
elsif event.type == LibSDL::EventType::KEYDOWN
Naka::Event::KeyDown.new keysym.sym, keysym.scancode, event.repeat != 0
end
else # FIXME: Most event types may need proper Naka:: classes.
event
end
if r_value == Naka::Event::Quit
exit_requested = true
break
end
end
break if exit_requested
dt = timer.step
r_value = yield Naka::Event::Update.new dt
break if r_value == Naka::Event::Quit
renderer.draw_color = SDL::Color[255, 255, 255, 255]
renderer.clear
yield Naka::Event::Draw.new window
renderer.present
sleep 0.001
end
end
end