parin/examples/map.d
2024-10-12 14:28:25 +03:00

57 lines
1.9 KiB
D

/// This example shows how to use the tile map structure of Parin.
import parin;
// The game variables.
auto atlas = TextureId();
auto map = TileMap();
auto camera = Camera(0, 0, true);
auto tile = Tile(145, 16, 16);
auto tileSpeed = 120;
auto tileLookDirection = -1;
void ready() {
lockResolution(320, 180);
setBackgroundColor(toRgb(0x0b0b0b));
// Load the `atlas.png` file from the assets folder.
atlas = loadTexture("atlas.png");
// Parse the tile map CSV file.
map.parse("-1,-1,-1\n21,22,23\n37,38,39\n53,54,55", 16, 16);
}
bool update(float dt) {
// Make the drawing options.
auto mapOptions = DrawOptions(Hook.center);
mapOptions.scale = Vec2(2);
auto tileOptions = mapOptions;
tileOptions.flip = tileLookDirection > 0 ? Flip.x : Flip.none;
// Move the tile and camera.
tile.position += wasd * Vec2(tileSpeed * dt);
camera.position = tile.position;
if (wasd.x != 0) tileLookDirection = cast(int) wasd.normalize.round.x;
// Check for collisions.
auto collisionArea = Rect();
foreach (gridPosition; map.gridPositions(camera.topLeftPoint, camera.bottomRightPoint, mapOptions)) {
if (map[gridPosition] == -1) continue;
auto gridTileArea = Rect(map.worldPosition(gridPosition, mapOptions), Vec2(16) * mapOptions.scale);
while (gridTileArea.hasIntersection(Rect(tile.position, tile.size * mapOptions.scale).area(tileOptions.hook))) {
tile.position -= wasd * Vec2(dt);
camera.position = tile.position;
collisionArea = gridTileArea;
}
}
// Draw the game.
camera.attach();
drawTileMap(atlas, map, camera, mapOptions);
drawTile(atlas, tile, tileOptions);
drawRect(collisionArea, yellow.alpha(120));
camera.detach();
drawDebugText("Move with arrow keys.", Vec2(8));
return false;
}
void finish() { }
mixin runGame!(ready, update, finish);