naka-chan-dayo/src/main.cr

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require "json"
require "./naka.cr"
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Naka.init
window = Naka::Window.new "Test", 16*128, 16*128, flags: LibSDL::WindowFlags::RESIZABLE | LibSDL::WindowFlags::SHOWN | LibSDL::WindowFlags::OPENGL
connection_font = window.newFont "assets/connection.otf", 30.5
window.set_font connection_font
def simple_tile_drawer(window : Naka::Window, tile_path : String)
texture = window.newImage tile_path
texture_height = texture.height
->(map : Naka::Map, x : Int32, y : Int32, z : Int32, tile : Naka::Map::Tile, object : Naka::Map::Object, draw_x : Int32, draw_y : Int32, zoom : Float64){
window.draw texture, draw_x, (draw_y + (16 - texture_height) * zoom).to_i, scale_x: zoom, scale_y: zoom
nil
}
end
def bordered_tile_drawer(window : Naka::Window, base_tile_path : String)
mod = [
"trbl",
"-rbl",
"t-bl",
"tr-l",
"trb-",
"t-b-",
"-r-l",
"tr--",
"-rb-",
"--bl",
"t--l",
"t---",
"-r--",
"--b-",
"---l",
"----"
]
textures = Hash(String, SDL::Texture).new
mod.each do |s|
begin
textures[s] = window.newImage base_tile_path.sub /{}/, "-" + s
rescue
# Not even sure we should be doing something here…
# Maybe in the future, in debug mode?
end
end
->(map : Naka::Map, x : Int32, y : Int32, z : Int32, tile : Naka::Map::Tile, object : Naka::Map::Object, draw_x : Int32, draw_y : Int32, zoom : Float64){
neighbours = [
{x, y-1, "t"},
{x+1, y, "r"},
{x, y+1, "b"},
{x-1, y, "l"}
]
neighbours = neighbours.map do |x, y|
map.get(x, y)[z]?.try &.reference.== object.reference
end
t, r, b, l = neighbours
t = t ? 't' : '-'
r = r ? 'r' : '-'
b = b ? 'b' : '-'
l = l ? 'l' : '-'
neighbours = [t, r, b, l].reduce "" { |a, c| a + c }
window.draw (textures[neighbours]? || textures["trbl"]), draw_x, draw_y, scale_x: zoom, scale_y: zoom
nil
}
end
stone = Naka::Map::ObjectReference.new(
name: "Stone",
walkable: true,
drawer: simple_tile_drawer window, "assets/stone.png"
)
grass = Naka::Map::ObjectReference.new(
name: "Grass",
walkable: true,
drawer: bordered_tile_drawer window, "assets/grass{}.png"
)
dirt = Naka::Map::ObjectReference.new(
name: "Dirt",
walkable: true,
drawer: bordered_tile_drawer window, "assets/dirt{}.png"
)
sand = Naka::Map::ObjectReference.new(
name: "Sand",
walkable: true,
drawer: bordered_tile_drawer window, "assets/sand{}.png"
)
water = Naka::Map::ObjectReference.new(
name: "Water",
drawer: simple_tile_drawer window, "assets/water.png"
)
flowers = Naka::Map::ObjectReference.new(
name: "Flowers",
walkable: true,
drawer: simple_tile_drawer window, "assets/flowers.png"
)
haunted = Naka::Map::ObjectReference.new(
name: "Haunted",
walkable: true,
drawer: bordered_tile_drawer window, "assets/haunted{}.png"
)
haunted_tree = Naka::Map::ObjectReference.new(
name: "Tree (Haunted)",
drawer: simple_tile_drawer window, "assets/haunted-tree.png"
)
tree_cut = Naka::Map::ObjectReference.new(
name: "Tree (Cut)",
drawer: simple_tile_drawer window, "assets/tree-cut.png"
)
tree = Naka::Map::ObjectReference.new(
name: "Tree",
drawer: simple_tile_drawer window, "assets/tree.png"
)
pine = Naka::Map::ObjectReference.new(
name: "Pine Tree",
drawer: simple_tile_drawer window, "assets/tree_pine.png"
)
rocks = Naka::Map::ObjectReference.new(
name: "Rocks",
drawer: simple_tile_drawer window, "assets/rocks.png"
)
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altitude_noise = Naka::Noise2D.new.tap do |a|
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a.add_octave(32, 1)
a.add_octave(16, 0.5)
a.add_octave(8, 0.25)
a.add_octave(4, 0.125)
a.add_octave(2, 1/16) # wtf, too smol
end
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humidity_noise = Naka::Noise2D.new.tap do |a|
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a.add_octave(64, 1)
a.add_octave(32, 0.5)
a.add_octave(16, 0.25)
a.add_octave(8, 0.20)
a.add_octave(4, 0.15)
a.add_octave(2, 0.10)
end
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evil_noise = Naka::Noise2D.new.tap do |a|
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a.add_octave(48, 0.6)
a.add_octave(32, 0.6)
a.add_octave(16, 0.3)
end
map = Naka::Map.new stone, "map-test-01" do |tile, x, y|
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altitude = altitude_noise.get(x, y) + 0.5
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humidity = humidity_noise.get(x, y) + 0.5
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evil = evil_noise.get(x, y)
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if altitude < 0.35
tile << Naka::Map::Object.new water
else
tile << Naka::Map::Object.new stone
end
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if altitude < 0.75
if altitude < 0.175
next
end
tile << Naka::Map::Object.new sand
if humidity < 0.225
next
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end
tile << Naka::Map::Object.new dirt
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if altitude < 0.275
next
end
if evil > 0.4
tile << Naka::Map::Object.new haunted
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else
tile << Naka::Map::Object.new grass
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end
if altitude > 0.35 && altitude < 0.65
if humidity > 0.4
if evil > 0.4
tile << Naka::Map::Object.new haunted_tree
elsif humidity > 0.8
tile << Naka::Map::Object.new tree
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elsif humidity < 0.6
tile << Naka::Map::Object.new pine
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else
if Random.rand(2) == 0
tile << Naka::Map::Object.new tree
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else
tile << Naka::Map::Object.new pine
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end
end
else
if Random.rand(10) == 0
tile << Naka::Map::Object.new flowers
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end
end
end
else
tile << Naka::Map::Object.new stone
if altitude > 0.85
tile << Naka::Map::Object.new rocks
end
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end
end
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Naka::Event.loop window do |event|
case event
when Naka::Event::Quit
next Naka::Event::Quit
when Naka::Event::Update
p "FPS: #{(1000f64 / event.dt)}"
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when Naka::Event::Draw
zoom_level = 4.0
64.times do |x|
32.times do |y|
tile = map.get x, y
# FIXME:
# - Please dont draw more than one layer of ground…
# - Transitions. (eg. between dirt and grass)
tile.each_with_index do |object, z|
draw_x = (x * 16 * zoom_level).to_i
draw_y = (y * 16 * zoom_level).to_i
drawer = object.reference.drawer
next if drawer.nil? # FIXME: Maybe print a warning.
drawer.call map, x, y, z, tile, object, draw_x, draw_y, zoom_level
end
end
end
# Urgh. This shit eats CPU. Fonts need goddamn fixing.
#window.print "The quick brown fox jumps over the lazy dog.", 50, 50
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when Naka::Event::KeyUp, Naka::Event::KeyDown
pp! event
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end
end