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42 lines
1.3 KiB
D
42 lines
1.3 KiB
D
/// This example shows how to use the tile map structure of Parin.
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import parin;
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auto atlas = TextureId();
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auto map = TileMap();
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auto camera = Camera(0, 0, true);
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auto tile = Tile(16, 145);
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auto tileFlip = Flip.none;
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void ready() {
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lockResolution(160, 90);
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atlas = loadTexture("parin_atlas.png");
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// Parse a CSV representing a tile map, where each tile is 16x16 pixels in size.
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map.parse("-1,-1,-1\n21,22,23\n37,38,39\n53,54,55", 16, 16);
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}
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bool update(float dt) {
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// Move and update the game objects.
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tileFlip = wasd.x ? (wasd.x > 0 ? Flip.x : Flip.none) : tileFlip;
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tile.position += wasd * Vec2(120 * dt);
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camera.position = tile.position + tile.size * Vec2(0.5f);
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// Check for collisions with the map and resolve them.
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foreach (point; map.gridPoints(camera.area)) {
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if (map[point] < 0) continue;
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auto area = Rect(map.toWorldPoint(point), map.tileSize);
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while (area.hasIntersection(Rect(tile.position, tile.size))) {
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tile.position -= wasd * Vec2(dt);
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camera.position = tile.position + tile.size * Vec2(0.5f);
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}
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}
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// Draw the world.
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camera.attach();
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drawTileMap(atlas, map, camera);
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drawTile(atlas, tile, DrawOptions(tileFlip));
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camera.detach();
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return false;
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}
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void finish() { }
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mixin runGame!(ready, update, finish);
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