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main.go
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main.go
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package main
import (
"fmt"
_ "image/png"
"log"
"math"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"hexboard/astarhexlib"
)
const screenWidth = 800
const screenHeight = 600
const maxAngle = 256
const columns = 10
const rows = 6
const tilewidth = 128
const tilesizex = 110
const sizex = tilesizex / 2
const tilesizey = 94
const sizey = tilesizey / 2
const floor1start = 4
var ngrid [][]*astarhexlib.ANode
var path []*astarhexlib.ANode
var vstart, vend astarhexlib.Vector2
var astar *astarhexlib.AStar
var terrainimages []*ebiten.Image
var terrains [16]Terrain
var spriteimages []*ebiten.Image
var spriteimagenames [16]string
var terrainmap0 = [rows][columns]int{
{0, 0, 0, 3, 1, 2, 2, 0, 0, 0},
{1, 1, 2, 1, 0, 2, 2, 2, 0, 0},
{0, 0, 1, 1, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 0, 0, 0, 3},
{0, 0, 2, 0, 1, 1, 0, 3, 3, 3},
{0, 0, 0, 0, 0, 1, 1, 0, 3, 3},
}
var flip0 = [rows][columns]int{ // flipx=1, flipy=2, both=3
{0, 1, 0, 0, 0, 1, 0, 0, 1, 0},
{1, 2, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{0, 1, 0, 1, 2, 0, 0, 1, 0, 0},
{1, 0, 0, 0, 1, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 1, 2, 0, 0, 1},
}
var terrainmap1 = [rows][columns]int{
{0, 7, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 5, 5, 0, 0, 0, 0, 0},
{0, 6, 5, 0, 0, 0, 0, 7, 7, 0},
{0, 4, 0, 0, 0, 0, 0, 0, 7, 0},
{7, 4, 0, 0, 0, 0, 0, 0, 0, 0},
}
var flip1 = [rows][columns]int{ // flipx=1, flipy=2, both=3
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 3, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
}
func init() {
terrains[0].name = "Grass"
terrains[0].filename = "grass.png"
terrains[0].walkable = true
terrains[1].name = "Water"
terrains[1].filename = "water.png"
terrains[1].walkable = false
terrains[2].name = "Mountain"
terrains[2].filename = "mountain.png"
terrains[2].walkable = false
terrains[3].name = "Desert"
terrains[3].filename = "desert.png"
terrains[3].walkable = true
terrains[4].name = "Road1"
terrains[4].filename = "road1.png"
terrains[4].walkable = true
terrains[5].name = "Road2"
terrains[5].filename = "road2.png"
terrains[5].walkable = true
terrains[6].name = "Road3"
terrains[6].filename = "road3.png"
terrains[6].walkable = true
terrains[7].name = "Tree"
terrains[7].filename = "tree.png"
terrains[7].walkable = true
terrains[8].name = "Selection"
terrains[8].filename = "selection.png"
terrains[8].walkable = true
terrains[9].name = "Pathfinder"
terrains[9].filename = "pathfinder.png"
terrains[9].walkable = true
for i := 0; i < 10; i++ {
var err error
var tmpimage *ebiten.Image
var tmpstring string
tmpstring = "resources/terrain/" + terrains[i].filename
tmpimage, _, err = ebitenutil.NewImageFromFile(tmpstring)
if err != nil {
log.Fatal(err)
}
terrainimages = append(terrainimages, tmpimage)
}
spriteimagenames[0] = "gopher.png"
spriteimagenames[1] = "gopher1.png"
for i := 0; i < 2; i++ {
var err error
var tmpimage *ebiten.Image
var tmpstring string
tmpstring = "resources/sprites/" + spriteimagenames[i]
tmpimage, _, err = ebitenutil.NewImageFromFile(tmpstring)
if err != nil {
log.Fatal(err)
}
spriteimages = append(spriteimages, tmpimage)
}
genGrid()
astar = astarhexlib.NewAStar(ngrid)
fmt.Println("AStar colums, rows:", astar.GridCols, astar.GridRows)
vstart.X = 1
vstart.Y = 2
vend.X = 7
vend.Y = 0
path = astar.FindPath(vstart, vend)
if path != nil {
var step int
for i := 0; i < len(path); i++ {
fmt.Println("path Nr:", i, " x:", path[i].Position.X, " y:", path[i].Position.Y)
step = i
}
fmt.Println("and last step Nr:", step+1, " x:", vstart.X, " y:", vstart.Y)
} else {
fmt.Println("no path found!")
}
}
type touch struct {
id ebiten.TouchID
pos pos
}
type pos struct {
x int
y int
}
type Game struct {
cursor pos
touches []touch
count int
sprites Sprites
inited bool
op ebiten.DrawImageOptions
}
type point struct {
x float64
y float64
}
type hex struct {
q int
r int
}
type cube struct {
q int
r int
s int
}
type Orientation struct {
f0, f1, f2, f3 float64
b0, b1, b2, b3 float64
}
type Terrain struct {
name string
filename string
walkable bool
}
type Sprite struct {
imageWidth int
imageHeight int
x int
y int
vx int
vy int
angle int
image int
}
func (s *Sprite) Update() {
s.x += s.vx
s.y += s.vy
if s.x < 0 {
s.x = -s.x
s.vx = -s.vx
} else if mx := screenWidth - s.imageWidth; mx <= s.x {
s.x = 2*mx - s.x
s.vx = -s.vx
}
if s.y < 0 {
s.y = -s.y
s.vy = -s.vy
} else if my := screenHeight - s.imageHeight; my <= s.y {
s.y = 2*my - s.y
s.vy = -s.vy
}
//s.angle++
//if s.angle == maxAngle {
// s.angle = 0
//}
}
type Sprites struct {
sprites []*Sprite
num int
}
func (s *Sprites) Update() {
for i := 0; i < s.num; i++ {
s.sprites[i].Update()
}
}
const (
MinSprites = 0
MaxSprites = 50000
)
func (g *Game) Update() error {
if !g.inited {
g.init()
}
mx, my := ebiten.CursorPosition()
g.cursor = pos{
x: mx,
y: my,
}
var p point
var hx, sx hex
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
p.x = float64(g.cursor.x)
p.y = float64(g.cursor.y)
hx = pixel_to_hex(p)
for i := 0; i < g.sprites.num; i++ {
p.x = float64(g.sprites.sprites[i].x + tilesizex)
p.y = float64(g.sprites.sprites[i].y - tilesizey/2)
sx = pixel_to_hex(p)
if int(sx.q)%2 != 0 {
sx.r++
}
if hx == sx {
fmt.Println("sprite clicked ", hx.q, hx.r)
}
p = hex_to_pixel(hx)
//fmt.Println("pixelpos: ", p.x," ", p.y)
g.setspritepos(0, int(p.x), int(p.y))
vstart.X = float64(hx.q)
vstart.Y = float64(hx.r)
}
} else if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
p.x = float64(g.cursor.x)
p.y = float64(g.cursor.y)
hx = pixel_to_hex(p)
//vstart.X = 1
//vstart.Y = 2
vend.X = float64(hx.q)
vend.Y = float64(hx.r)
//astar := NewAStar(ngrid)
path = astar.FindPath(vstart, vend)
if path != nil {
hx.q = int(path[0].Position.X)
hx.r = int(path[0].Position.Y)
p = hex_to_pixel(hx)
g.setspritepos(1, int(p.x), int(p.y))
} else {
fmt.Println("no path found!")
}
}
g.sprites.Update()
return nil
}
func genGrid() {
for x := 0; x < (columns); x++ {
var anodes []*astarhexlib.ANode
for y := 0; y < (rows); y++ {
var tmpanode astarhexlib.ANode
tmpanode.Position.X = float64(x)
tmpanode.Position.Y = float64(y)
tmpanode.Walkable = terrains[terrainmap0[y][x]].walkable
if terrainmap1[y][x] > 0 {
tmpanode.Walkable = terrains[terrainmap1[y][x]].walkable
}
anodes = append(anodes, &tmpanode)
}
ngrid = append(ngrid, anodes)
}
}
func drawHex(screen *ebiten.Image, floor int) {
op := &ebiten.DrawImageOptions{}
var flip int
// flattop horizontal layout shoves oddq
// floor 0
for y := 0; y < (rows); y++ {
for x := 0; x < (columns); x++ {
switch floor {
case 0:
flip = flip0[y][x]
case 1:
flip = flip1[y][x]
}
op.GeoM.Reset()
if flip > 0 {
if flip == 1 {
op.GeoM.Scale(-1, 1)
op.GeoM.Translate(tilewidth, 0)
} else {
if flip == 2 {
op.GeoM.Scale(1, -1)
op.GeoM.Translate(0, tilewidth)
} else {
if flip == 3 {
op.GeoM.Scale(-1, -1)
op.GeoM.Translate(tilewidth, tilewidth)
}
}
}
}
op.GeoM.Translate(float64(tilesizex*3/4)*float64(x), float64(y)*tilesizey)
if x%2 != 0 {
op.GeoM.Translate(0, float64(tilesizey/2))
}
switch floor {
case 0:
screen.DrawImage(terrainimages[terrainmap0[y][x]], op)
case 1:
if terrainmap1[y][x] >= floor1start {
screen.DrawImage(terrainimages[terrainmap1[y][x]], op)
}
}
}
}
}
func hex_round(hq, hr, hs float64) hex {
var q int = int(math.Round(hq))
var r int = int(math.Round(hr))
var s int = int(math.Round(hs))
var q_diff float64 = math.Abs(float64(q) - hq)
var r_diff float64 = math.Abs(float64(r) - hr)
var s_diff float64 = math.Abs(float64(s) - hs)
if q_diff > r_diff && q_diff > s_diff {
q = -r - s
} else if r_diff > s_diff {
r = -q - s
} else {
s = -q - r
}
return hex{q - 1, r - 1}
}
func pixel_to_hex(p point) hex {
var layout_flat Orientation
layout_flat = Orientation{3.0 / 2.0, 0.0, math.Sqrt(3.0) / 2.0, math.Sqrt(3.0),
2.0 / 3.0, 0.0, -1.0 / 3.0, math.Sqrt(3.0) / 3.0}
//var pt point = point{(p.x - layout.origin.x) / layout.size.x, (p.y - layout.origin.y) / layout.size.y}
var pt point = point{(p.x) / sizex, (p.y) / sizey}
var q float64 = layout_flat.b0*pt.x + layout_flat.b1*pt.y
//var r float64 = layout_flat.b2 * pt.x + layout_flat.b3 * pt.y
var r float64 = layout_flat.b3 * pt.y * 0.85
if int(q)%2 != 0 {
r = r - 0.5
}
//return hex{int(q), int(r)}
return hex_round(q, r, -q-r)
}
func hex_to_pixel(h hex) point {
var x float64 = float64(tilesizex*3/4) * float64(h.q)
var y float64 = float64(h.r) * float64(tilesizey)
if h.q%2 != 0 {
y = y + float64(tilesizey/2)
}
return point{x, y}
}
func get_terrain_nr(n string) int {
for i := 0; i < 16; i++ {
if terrains[i].name == n {
return i
}
}
return -1
}
func (g *Game) Draw(screen *ebiten.Image) {
op := &ebiten.DrawImageOptions{}
// draw the hexboard
drawHex(screen, 0)
// draw the green steps of the pathfinding
for i := 0; i < len(path); i++ {
//fmt.Println("path Nr:", i, " x:", path.items[i].Position.X, " y:", path.items[i].Position.Y)
op.GeoM.Reset()
op.GeoM.Translate(float64(tilesizex*3/4)*float64(path[i].Position.X), float64(path[i].Position.Y)*tilesizey)
if int(path[i].Position.X)%2 != 0 {
op.GeoM.Translate(0, float64(tilesizey/2))
}
screen.DrawImage(terrainimages[9], op)
//step = i
}
//fmt.Println("and last step Nr:", step+1, " x:", vstart.X, " y:", vstart.Y)
op.GeoM.Reset()
op.GeoM.Translate(float64(tilesizex*3/4)*float64(vstart.X), float64(vstart.Y)*tilesizey)
if int(vstart.X)%2 != 0 {
op.GeoM.Translate(0, float64(tilesizey/2))
}
screen.DrawImage(terrainimages[9], op)
// draw the mousepos and the hextile to screen
var p point
var hx hex
p.x = float64(g.cursor.x)
p.y = float64(g.cursor.y + tilesizey/2)
hx = pixel_to_hex(p)
msg := fmt.Sprintf("mouseposition (%d, %d) =tile(%d, %d) - left mouseclick for new startposition, right click for new targetposition.", g.cursor.x, g.cursor.y, hx.q, hx.r)
// draw the selected hextile
op.GeoM.Reset()
op.GeoM.Translate(float64(tilesizex*3/4)*float64(hx.q), float64(hx.r)*tilesizey)
if hx.q%2 != 0 {
op.GeoM.Translate(0, float64(tilesizey/2))
}
screen.DrawImage(terrainimages[8], op)
// draw the hexboard
drawHex(screen, 1)
//w, h := ebitenImage.Bounds().Dx(), ebitenImage.Bounds().Dy()
var w, h int
for i := 0; i < g.sprites.num; i++ {
w = spriteimages[i].Bounds().Dx()
h = spriteimages[i].Bounds().Dy()
s := g.sprites.sprites[i]
g.op.GeoM.Reset()
g.op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
g.op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle)
g.op.GeoM.Translate(float64(w)/2, float64(h)/2)
g.op.GeoM.Translate(float64(s.x), float64(s.y))
screen.DrawImage(spriteimages[g.sprites.sprites[i].image], &g.op)
}
ebitenutil.DebugPrint(screen, msg)
}
func (g *Game) setspritepos(nr int, xp int, yp int) {
w, h := spriteimages[0].Bounds().Dx(), spriteimages[0].Bounds().Dy()
vx, vy := 0, 0
a := 0
g.sprites.sprites[nr] = &Sprite{
imageWidth: w,
imageHeight: h,
x: xp,
y: yp - 25,
vx: vx,
vy: vy,
angle: a,
image: nr,
}
}
func (g *Game) init() {
defer func() {
g.inited = true
}()
g.sprites.sprites = make([]*Sprite, 2)
g.sprites.num = 2
w, h := spriteimages[0].Bounds().Dx(), spriteimages[0].Bounds().Dy()
x, y := 80, 210
vx, vy := 0, 0
a := 0
g.sprites.sprites[0] = &Sprite{
imageWidth: w,
imageHeight: h,
x: x,
y: y,
vx: vx,
vy: vy,
angle: a,
image: 0,
}
x, y = 580, 20
vx, vy = 0, 0
a = 0
g.sprites.sprites[1] = &Sprite{
imageWidth: w,
imageHeight: h,
x: x,
y: y,
vx: vx,
vy: vy,
angle: a,
image: 1,
}
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return 1200, 800
}
func main() {
ebiten.SetWindowSize(800, 600)
ebiten.SetWindowTitle("ebitengine-hexboard")
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}