forked from Baguette/naka-chan-dayo
289 lines
6.3 KiB
Crystal
289 lines
6.3 KiB
Crystal
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require "json"
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require "./naka.cr"
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class ImagesLoader
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getter stone : SDL::Texture
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getter tree : SDL::Texture
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getter pine : SDL::Texture
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getter flowers : SDL::Texture
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getter sand : SDL::Texture
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getter water : SDL::Texture
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getter haunted : SDL::Texture
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getter rocks : SDL::Texture
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def initialize(window)
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@stone = window.newImage "assets/stone.png"
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@tree = window.newImage "assets/tree.png"
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@flowers = window.newImage "assets/flowers.png"
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@sand = window.newImage "assets/sand.png"
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@water = window.newImage "assets/water.png"
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@haunted = window.newImage "assets/haunted.png"
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@pine = window.newImage "assets/tree_pine.png"
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@rocks = window.newImage "assets/rocks.png"
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end
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end
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Naka.init
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window = Naka::Window.new "Test", 16*128, 16*128, flags: LibSDL::WindowFlags::RESIZABLE | LibSDL::WindowFlags::SHOWN | LibSDL::WindowFlags::OPENGL
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images = ImagesLoader.new window
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connection_font = window.newFont "assets/connection.otf", 30.5
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window.set_font connection_font
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def simple_tile_drawer(window : Naka::Window, tile_path : String)
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texture = window.newImage tile_path
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->(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){
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window.draw texture, draw_x, draw_y, scale_x: zoom, scale_y: zoom
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nil
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}
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end
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def bordered_tile_drawer(window : Naka::Window, base_tile_path : String)
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# FIXME: Both excessive, insufficient, and broken.
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mod = [
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"trbl",
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"-rbl",
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"t-bl",
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"tr-l",
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"trb-",
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"t-b-",
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"-r-l",
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"tr--",
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"-rb-",
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"--bl",
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"t--l",
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"t---",
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"-r--",
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"--b-",
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"---l",
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"----"
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]
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textures = Hash(String, SDL::Texture).new
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mod.each do |s|
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begin
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textures[s] = window.newImage base_tile_path.sub /{}/, "-" + s
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rescue
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# Not even sure we should be doing something here…
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# Maybe in the future, in debug mode?
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end
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end
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->(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){
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neighbours = [
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{x, y-1, "t"},
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{x+1, y, "r"},
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{x, y+1, "b"},
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{x-1, y, "l"}
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]
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neighbours = neighbours.map do |x, y|
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map.get(x, y)[z]?.try &.reference.== object.reference
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end
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t, r, b, l = neighbours
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t = t ? 't' : '-'
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r = r ? 'r' : '-'
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b = b ? 'b' : '-'
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l = l ? 'l' : '-'
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neighbours = [t, r, b, l].reduce "" { |a, c| a + c }
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window.draw (textures[neighbours]? || textures["trbl"]), draw_x, draw_y, scale_x: zoom, scale_y: zoom
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nil
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}
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end
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stone = Naka::Map::ObjectReference.new(
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name: "Stone",
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walkable: true,
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drawer: simple_tile_drawer window, "assets/stone.png"
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)
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grass = Naka::Map::ObjectReference.new(
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name: "Grass",
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walkable: true,
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drawer: bordered_tile_drawer window, "assets/grass{}.png"
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)
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dirt = Naka::Map::ObjectReference.new(
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name: "Dirt",
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walkable: true,
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drawer: bordered_tile_drawer window, "assets/dirt{}.png"
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)
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sand = Naka::Map::ObjectReference.new(
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name: "Sand",
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walkable: true
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)
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water = Naka::Map::ObjectReference.new(
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name: "Water"
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)
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flowers = Naka::Map::ObjectReference.new(
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name: "Flowers",
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walkable: true
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)
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haunted = Naka::Map::ObjectReference.new(
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name: "Haunted",
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walkable: true
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)
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tree = Naka::Map::ObjectReference.new(
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name: "Tree"
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)
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pine = Naka::Map::ObjectReference.new(
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name: "Pine Tree"
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)
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rocks = Naka::Map::ObjectReference.new(
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name: "Rocks"
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)
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altitude_noise = Naka::Noise2D.new.tap do |a|
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a.add_octave(32, 1)
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a.add_octave(16, 0.5)
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a.add_octave(8, 0.25)
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a.add_octave(4, 0.125)
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a.add_octave(2, 1/16) # wtf, too smol
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end
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humidity_noise = Naka::Noise2D.new.tap do |a|
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a.add_octave(64, 1)
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a.add_octave(32, 0.5)
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a.add_octave(16, 0.25)
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a.add_octave(8, 0.20)
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a.add_octave(4, 0.15)
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a.add_octave(2, 0.10)
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end
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evil_noise = Naka::Noise2D.new.tap do |a|
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a.add_octave(48, 0.6)
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a.add_octave(32, 0.6)
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a.add_octave(16, 0.3)
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end
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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
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tile << Naka::Map::Object.new water
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else
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tile << Naka::Map::Object.new stone
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end
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if altitude < 0.25
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if altitude > 0.175
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if humidity < 0.33
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tile << Naka::Map::Object.new sand
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else
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tile << Naka::Map::Object.new dirt
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end
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end
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elsif altitude < 0.75
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tile << Naka::Map::Object.new dirt
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if evil > 0.5
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tile << Naka::Map::Object.new haunted
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else
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tile << Naka::Map::Object.new grass
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end
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if altitude > 0.35 && altitude < 0.65
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if humidity > 0.4
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if humidity > 0.8
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tile << Naka::Map::Object.new tree
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elsif humidity < 0.6
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tile << Naka::Map::Object.new pine
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else
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if Random.rand(2) == 0
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tile << Naka::Map::Object.new tree
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else
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tile << Naka::Map::Object.new pine
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end
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end
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else
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if Random.rand(10) == 0
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tile << Naka::Map::Object.new flowers
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end
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end
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end
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else
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tile << Naka::Map::Object.new stone
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if altitude > 0.85
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tile << Naka::Map::Object.new rocks
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end
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end
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end
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Naka::Event.loop window do |event|
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case event
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when Naka::Event::Quit
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next Naka::Event::Quit
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when Naka::Event::Update
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when Naka::Event::Draw
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zoom_level = 4.0
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128.times do |x|
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128.times do |y|
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tile = map.get x, y
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# FIXME:
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# - Please don’t draw more than one layer of ground…
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# - Transitions. (eg. between dirt and grass)
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tile.each_with_index do |object, z|
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image = case object.reference.name.downcase
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when "tree"
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images.tree
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when "pine tree"
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images.pine
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when "flowers"
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images.flowers
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when "water"
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images.water
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when "haunted"
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images.haunted
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when "sand"
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images.sand
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when "rocks"
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images.rocks
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else
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images.stone
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end
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draw_x = (x * 16 * zoom_level).to_i
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draw_y = (y * 16 * zoom_level - (image.height - 16) * zoom_level).to_i
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drawer = object.reference.drawer
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if drawer.nil?
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window.draw(
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image,
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x: draw_x,
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y: draw_y,
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scale_x: zoom_level,
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scale_y: zoom_level
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)
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next
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end
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drawer.call map, x, y, z, tile, object, draw_x, draw_y, zoom_level
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end
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end
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end
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# Urgh. This shit eats CPU. Fonts need goddamn fixing.
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#window.print "The quick brown fox jumps over the lazy dog.", 50, 50
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when Naka::Event::KeyUp, Naka::Event::KeyDown
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pp! event
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end
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end
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