Add new map and tileset files for Windows release

- Created test.tmj and test.tsj files in the maps directory.
- Added tileset.tsj with configuration for the MainTileset including image path and dimensions.
This commit is contained in:
2026-04-26 02:35:31 +02:00
parent 93abb31ba7
commit 16ae22bcba
255 changed files with 401031 additions and 237 deletions

16
.vscode/tasks.json vendored
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@@ -4,13 +4,7 @@
{ {
"label": "Build Windows", "label": "Build Windows",
"type": "shell", "type": "shell",
"command": "go", "command": "mkdir -p release/windows && go build -o release/windows/regin_mountain_game.exe . && cp -r assets release/windows/ && mkdir -p release/windows/assets/maps && cp mapp-maker/*.tmj mapp-maker/*.tsj release/windows/assets/maps/ 2>/dev/null || true",
"args": [
"build",
"-o",
"release/windows/regin_mountain_game.exe",
"."
],
"options": { "options": {
"env": { "env": {
"GOOS": "windows", "GOOS": "windows",
@@ -25,13 +19,7 @@
{ {
"label": "Build Linux", "label": "Build Linux",
"type": "shell", "type": "shell",
"command": "go", "command": "mkdir -p release/linux && go build -o release/linux/regin_mountain_game . && cp -r assets release/linux/ && mkdir -p release/linux/assets/maps && cp mapp-maker/*.tmj mapp-maker/*.tsj release/linux/assets/maps/ 2>/dev/null || true",
"args": [
"build",
"-o",
"release/linux/regin_mountain_game",
"."
],
"options": { "options": {
"env": { "env": {
"GOOS": "linux", "GOOS": "linux",

45
assets/entity_defs.json Normal file
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@@ -0,0 +1,45 @@
{
"entity_types": {
"ground_grass": {
"id": 1,
"tiled_id": 1,
"solid": true,
"sprites": {
"top": "Tile_31",
"side": "Tile_02"
}
},
"ground_dirt": {
"id": 2,
"tiled_id": 2,
"solid": true,
"sprites": {
"top": "Tile_12",
"side": "Tile_12"
}
},
"portal_grass": {
"id": 3,
"tiled_id": 3,
"solid": false,
"sprites": {
"top": "Tile_31",
"side": "Tile_31"
},
"target_map": "room2"
},
"player": {
"id": 100,
"solid": true,
"sprites": {
"top": "player_idle",
"side": "player_idle"
},
"animations": {
"idle": {"frames": [0], "speed": 1},
"walk": {"frames": [1, 2, 3, 4], "speed": 5},
"jump": {"frames": [5, 6], "speed": 4}
}
}
}
}

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@@ -15,6 +15,6 @@ GetHealth() int
// Ritar ut framkallningen av spriten // Ritar ut framkallningen av spriten
// sideView: ifall vi ritar från sidan (vänster) eller uppifrån (höger) // sideView: ifall vi ritar från sidan (vänster) eller uppifrån (höger)
DrawSide(screen interface{}, x, y float64) DrawSide(screen interface{}, x, y float64, tint, alpha float32)
DrawTop(screen interface{}, x, y float64) DrawTop(screen interface{}, x, y float64, tint, alpha float32)
} }

View File

@@ -1,15 +1,15 @@
package entities package entities
import ( import (
"github.com/go-gl/mathgl/mgl64" "github.com/go-gl/mathgl/mgl64"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
) )
type Tile struct { type Tile struct {
pos mgl64.Vec3 pos mgl64.Vec3
health int health int
SideImg *ebiten.Image SideImg *ebiten.Image
TopImg *ebiten.Image TopImg *ebiten.Image
} }
func (t *Tile) Pos() mgl64.Vec3 { return t.pos } func (t *Tile) Pos() mgl64.Vec3 { return t.pos }
@@ -17,26 +17,28 @@ func (t *Tile) SetPos(pos mgl64.Vec3) { t.pos = pos }
func (t *Tile) IsBlocking() bool { return true } func (t *Tile) IsBlocking() bool { return true }
func (t *Tile) IsMovable() bool { return false } func (t *Tile) IsMovable() bool { return false }
func (t *Tile) Move(dx, dy, dz float64) { func (t *Tile) Move(dx, dy, dz float64) {
// Not feasible for soil etc. // Not feasible for soil etc.
} }
func (t *Tile) Damage(am int) { t.health -= am } func (t *Tile) Damage(am int) { t.health -= am }
func (t *Tile) Pickup() bool { return false } func (t *Tile) Pickup() bool { return false }
func (t *Tile) GetHealth() int { return t.health } func (t *Tile) GetHealth() int { return t.health }
func (t *Tile) DrawSide(screen interface{}, x, y float64) { func (t *Tile) DrawSide(screen interface{}, x, y float64, tint, alpha float32) {
scr := screen.(*ebiten.Image) scr := screen.(*ebiten.Image)
if t.SideImg != nil { if t.SideImg != nil {
op := &ebiten.DrawImageOptions{} op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(x, y) op.GeoM.Translate(x, y)
scr.DrawImage(t.SideImg, op) op.ColorScale.Scale(tint, tint, tint, alpha)
} scr.DrawImage(t.SideImg, op)
}
} }
func (t *Tile) DrawTop(screen interface{}, x, y float64) { func (t *Tile) DrawTop(screen interface{}, x, y float64, tint, alpha float32) {
scr := screen.(*ebiten.Image) scr := screen.(*ebiten.Image)
if t.TopImg != nil { if t.TopImg != nil {
op := &ebiten.DrawImageOptions{} op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(x, y) op.GeoM.Translate(x, y)
scr.DrawImage(t.TopImg, op) op.ColorScale.Scale(tint, tint, tint, alpha)
} scr.DrawImage(t.TopImg, op)
}
} }

View File

@@ -3,9 +3,11 @@ package entities
import ( import (
"encoding/json" "encoding/json"
"fmt" "fmt"
"log"
"os" "os"
"github.com/go-gl/mathgl/mgl64" "github.com/go-gl/mathgl/mgl64"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/ebitenutil"
) )
@@ -49,7 +51,7 @@ func (w *World) SetEntityAt(x, y, z int, e Entity) {
// Convert absolute 3D position to Grid index // Convert absolute 3D position to Grid index
func ToGridIndex(pos mgl64.Vec3) (int, int, int) { func ToGridIndex(pos mgl64.Vec3) (int, int, int) {
return int(pos[0]/TileSize), int(pos[1]/TileSize), int(pos[2]/TileSize) return int(pos[0] / TileSize), int(pos[1] / TileSize), int(pos[2] / TileSize)
} }
type TiledLayer struct { type TiledLayer struct {
@@ -70,6 +72,7 @@ type Portal struct {
pos mgl64.Vec3 pos mgl64.Vec3
TargetMap string TargetMap string
} }
func (p *Portal) Pos() mgl64.Vec3 { return p.pos } func (p *Portal) Pos() mgl64.Vec3 { return p.pos }
func (p *Portal) SetPos(pos mgl64.Vec3) { p.pos = pos } func (p *Portal) SetPos(pos mgl64.Vec3) { p.pos = pos }
func (p *Portal) IsBlocking() bool { return false } func (p *Portal) IsBlocking() bool { return false }
@@ -78,26 +81,86 @@ func (p *Portal) Move(dx, dy, dz float64) {}
func (p *Portal) Damage(amount int) {} func (p *Portal) Damage(amount int) {}
func (p *Portal) Pickup() bool { return false } func (p *Portal) Pickup() bool { return false }
func (p *Portal) GetHealth() int { return 100 } func (p *Portal) GetHealth() int { return 100 }
func (p *Portal) DrawSide(screen interface{}, x, y float64) {} func (p *Portal) DrawSide(screen interface{}, x, y float64, tint, alpha float32) {}
func (p *Portal) DrawTop(screen interface{}, x, y float64) {} func (p *Portal) DrawTop(screen interface{}, x, y float64, tint, alpha float32) {}
// EntityDef definierar egenskaperna för ett tile-id
type EntityDef struct {
ID int `json:"id"`
TiledID int `json:"tiled_id"`
Solid bool `json:"solid"`
TargetMap string `json:"target_map,omitempty"`
Sprites struct {
Top string `json:"top"`
Side string `json:"side"`
} `json:"sprites"`
}
type EntityDefs struct {
EntityTypes map[string]EntityDef `json:"entity_types"`
}
var loadedDefs *EntityDefs
var loadedImages map[string]*ebiten.Image
// Ladda en värld från Tiled Export (.tmj) // Ladda en värld från Tiled Export (.tmj)
func LoadWorldFromTiled(tmjPath string) (*World, error) { func LoadWorldFromTiled(tmjPath string) (*World, error) {
log.Printf("Laddar värld från '%s'...", tmjPath)
if loadedDefs == nil {
defsData, err := os.ReadFile("assets/entity_defs.json")
if err == nil {
var defs EntityDefs
json.Unmarshal(defsData, &defs)
loadedDefs = &defs
log.Printf("Laddade %d st entity definitions från JSON.", len(defs.EntityTypes))
} else {
log.Printf("Varning: Kunde inte läsa entity_defs.json: %v", err)
}
}
fileData, err := os.ReadFile(tmjPath) fileData, err := os.ReadFile(tmjPath)
if err != nil { if err != nil {
log.Printf("Kunde inte läsa map %s: %v", tmjPath, err)
return nil, fmt.Errorf("kunde inte lasa map %s: %v", tmjPath, err) return nil, fmt.Errorf("kunde inte lasa map %s: %v", tmjPath, err)
} }
var tMap TiledMap var tMap TiledMap
if err := json.Unmarshal(fileData, &tMap); err != nil { if err := json.Unmarshal(fileData, &tMap); err != nil {
log.Printf("Kunde inte parsa JSON i %s: %v", tmjPath, err)
return nil, err return nil, err
} }
log.Printf("Map parsead med %d lager.", len(tMap.Layers))
w := NewWorld(tMap.Width, 10, tMap.Height) // 10 i djup(height y), tileHeight z = height i Json w := NewWorld(tMap.Width, 10, tMap.Height) // 10 i djup(height y), tileHeight z = height i Json
tile12, _, _ := ebitenutil.NewImageFromFile("assets/images/1 Tiles/Tile_12.png") // Preload images (simple abstraction)
tile02, _, _ := ebitenutil.NewImageFromFile("assets/images/1 Tiles/Tile_02.png") loadImage := func(name string) *ebiten.Image {
tile31, _, _ := ebitenutil.NewImageFromFile("assets/images/1 Tiles/Tile_31.png") if loadedImages == nil {
loadedImages = make(map[string]*ebiten.Image)
}
if img, ok := loadedImages[name]; ok {
return img
}
img, _, err := ebitenutil.NewImageFromFile("assets/images/1 Tiles/" + name + ".png")
if err != nil {
fmt.Println("Warning, missing image:", name)
}
loadedImages[name] = img
return img
}
// Mappa ID till Def
idToDef := make(map[int]EntityDef)
if loadedDefs != nil {
for _, def := range loadedDefs.EntityTypes {
idToDef[def.TiledID] = def
}
}
tile12 := loadImage("Tile_12")
tile02 := loadImage("Tile_02")
tile31 := loadImage("Tile_31")
for _, layer := range tMap.Layers { for _, layer := range tMap.Layers {
if layer.Type != "tilelayer" { if layer.Type != "tilelayer" {
@@ -105,6 +168,7 @@ func LoadWorldFromTiled(tmjPath string) (*World, error) {
} }
var yLevel int var yLevel int
addedTiles := 0
fmt.Sscanf(layer.Name, "Y%d", &yLevel) fmt.Sscanf(layer.Name, "Y%d", &yLevel)
if yLevel < 0 || yLevel >= 10 { if yLevel < 0 || yLevel >= 10 {
continue continue
@@ -114,23 +178,36 @@ func LoadWorldFromTiled(tmjPath string) (*World, error) {
if tileID == 0 { if tileID == 0 {
continue continue
} }
addedTiles++
x := i % layer.Width x := i % layer.Width
z := i / layer.Width z := i / layer.Width
var ent Entity var ent Entity
def, ok := idToDef[tileID]
if ok {
topImg := loadImage(def.Sprites.Top) // Om vi har generiska namn
sideImg := loadImage(def.Sprites.Side)
if def.TargetMap != "" {
ent = &Portal{TargetMap: def.TargetMap}
} else {
ent = &Tile{SideImg: sideImg, TopImg: topImg}
}
} else {
// Fallback om def saknas
if tileID == 3 { // Portal ID if tileID == 3 { // Portal ID
target := "room2" target := "room2"
if tmjPath == "mapp-maker/room2.tmj" { if tmjPath == "assets/maps/room2.tmj" {
target = "room1" target = "room1"
} }
ent = &Portal{ TargetMap: target } ent = &Portal{TargetMap: target}
} else { } else {
// Mark
if yLevel < 9 { if yLevel < 9 {
ent = &Tile{ SideImg: tile12, TopImg: tile12 } ent = &Tile{SideImg: tile12, TopImg: tile12}
} else { } else {
ent = &Tile{ SideImg: tile02, TopImg: tile31 } ent = &Tile{SideImg: tile02, TopImg: tile31}
}
} }
} }
@@ -139,148 +216,4 @@ func LoadWorldFromTiled(tmjPath string) (*World, error) {
} }
return w, nil return w, nil
}package entities
import (
"encoding/json"
"fmt"
"log"
"os"
"github.com/go-gl/mathgl/mgl64"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
const (
TileSize = 32.0 // Varje block ar 32x32 world units
)
type World struct {
Width, Height, Depth int
Grid [][][]Entity
PortalTrigger string // Håller reda på om vi ska byta rum
}
func NewWorld(w, h, d int) *World {
grid := make([][][]Entity, w)
for x := 0; x < w; x++ {
grid[x] = make([][]Entity, h)
for y := 0; y < h; y++ {
grid[x][y] = make([]Entity, d)
}
}
return &World{Width: w, Height: h, Depth: d, Grid: grid, PortalTrigger: ""}
}
func (w *World) GetEntityAt(x, y, z int) Entity {
if x < 0 || x >= w.Width || y < 0 || y >= w.Height || z < 0 || z >= w.Depth {
return nil
}
return w.Grid[x][y][z]
}
func (w *World) SetEntityAt(x, y, z int, e Entity) {
if x < 0 || x >= w.Width || y < 0 || y >= w.Height || z < 0 || z >= w.Depth {
return
}
w.Grid[x][y][z] = e
if e != nil {
e.SetPos(mgl64.Vec3{float64(x), float64(y), float64(z)})
}
}
// Convert absolute 3D position to Grid index
func ToGridIndex(pos mgl64.Vec3) (int, int, int) {
return int(pos[0]), int(pos[1]), int(pos[2])
}
type TiledLayer struct {
Data []int `json:"data"`
Height int `json:"height"`
Name string `json:"name"`
Width int `json:"width"`
Type string `json:"type"`
}
type TiledMap struct {
Height int `json:"height"`
Width int `json:"width"`
Layers []TiledLayer `json:"layers"`
}
type Portal struct {
pos mgl64.Vec3
TargetMap string
}
func (p *Portal) Pos() mgl64.Vec3 { return p.pos }
func (p *Portal) SetPos(pos mgl64.Vec3) { p.pos = pos }
func (p *Portal) IsBlocking() bool { return false }
func (p *Portal) IsMovable() bool { return false }
func (p *Portal) Move(dx, dy, dz float64) {}
func (p *Portal) Damage(amount int) {}
func (p *Portal) Pickup() bool { return false }
func (p *Portal) GetHealth() int { return 100 }
func (p *Portal) DrawSide(screen interface{}, x, y float64) {}
func (p *Portal) DrawTop(screen interface{}, x, y float64) {}
// Ladda en värld från Tiled Export (.tmj)
func LoadWorldFromTiled(tmjPath string) (*World, error) {
fileData, err := os.ReadFile(tmjPath)
if err != nil {
return nil, fmt.Errorf("kunde inte lasa map %s: %v", tmjPath, err)
}
var tMap TiledMap
if err := json.Unmarshal(fileData, &tMap); err != nil {
return nil, err
}
w := NewWorld(tMap.Width, 10, tMap.Height) // 10 i djup(height y), tileHeight z = height i Json
tile12, _, _ := ebitenutil.NewImageFromFile("assets/images/1 Tiles/Tile_12.png")
tile02, _, _ := ebitenutil.NewImageFromFile("assets/images/1 Tiles/Tile_02.png")
tile31, _, _ := ebitenutil.NewImageFromFile("assets/images/1 Tiles/Tile_31.png")
for _, layer := range tMap.Layers {
if layer.Type != "tilelayer" {
continue
}
var yLevel int
fmt.Sscanf(layer.Name, "Y%d", &yLevel)
if yLevel < 0 || yLevel >= 10 {
continue
}
for i, tileID := range layer.Data {
if tileID == 0 {
continue
}
x := i % layer.Width
z := i / layer.Width
var ent Entity
if tileID == 3 { // Portal ID
log.Println("Hittade portal vid", x, yLevel, z)
target := "room2"
if tmjPath == "mapp-maker/room2.tmj" {
target = "room1"
}
ent = &Portal{ TargetMap: target }
} else {
// Mark
if yLevel < 9 {
ent = &Tile{ SideImg: tile12, TopImg: tile12 }
} else {
ent = &Tile{ SideImg: tile02, TopImg: tile31 }
}
}
w.SetEntityAt(x, yLevel, z, ent)
}
}
return w, nil
} }

View File

@@ -46,7 +46,7 @@ type PlayScene struct {
} }
func NewPlayScene() *PlayScene { func NewPlayScene() *PlayScene {
w, err := entities.LoadWorldFromTiled("mapp-maker/room1.tmj") w, err := entities.LoadWorldFromTiled("assets/maps/room1.tmj")
if err != nil { if err != nil {
log.Println("Kunde inte ladda room1:", err) log.Println("Kunde inte ladda room1:", err)
w = entities.NewWorld(100, 10, 100) // Fallback tom värd om JSON saknas w = entities.NewWorld(100, 10, 100) // Fallback tom värd om JSON saknas
@@ -143,7 +143,7 @@ func (s *PlayScene) Update() error {
standEnt := s.world.GetEntityAt(gridX, gridY, gridZ) standEnt := s.world.GetEntityAt(gridX, gridY, gridZ)
if prt, ok := standEnt.(*entities.Portal); ok { if prt, ok := standEnt.(*entities.Portal); ok {
log.Println("Byter rum till: ", prt.TargetMap) log.Println("Byter rum till: ", prt.TargetMap)
newW, err := entities.LoadWorldFromTiled("mapp-maker/" + prt.TargetMap + ".tmj") newW, err := entities.LoadWorldFromTiled("assets/maps/" + prt.TargetMap + ".tmj")
if err == nil { if err == nil {
s.world = newW s.world = newW
// Reset player position for new map // Reset player position for new map
@@ -181,37 +181,87 @@ func (s *PlayScene) Draw(screen *ebiten.Image) {
camY := s.player.Pos[1] - float64(ViewSize)/2.0 camY := s.player.Pos[1] - float64(ViewSize)/2.0
camZ := s.player.Pos[2] - float64(ViewSize)/2.0 camZ := s.player.Pos[2] - float64(ViewSize)/2.0
// Vänster vy: Sido-vy (renderar alla X och Y objekt vid spelarens Z) // Vänster vy: Sido-vy (renderar objekt vid spelarens Z och "inåt", max 3 djup)
// Rendera från djupast till spelarens Z (mindre Z är djupare inåt bild/scen)
leftDepthStart := playerGridZ - 3
if leftDepthStart < 0 {
leftDepthStart = 0
}
for zLevel := leftDepthStart; zLevel <= playerGridZ; zLevel++ {
tint := float32(1.0)
alpha := float32(1.0)
if zLevel < playerGridZ {
// Förskugga och gör transparent lager längre "in"
diff := float32(playerGridZ - zLevel)
tint = 1.0 - (diff * 0.2)
alpha = 1.0 - (diff * 0.25)
if tint < 0.2 {
tint = 0.2
}
if alpha < 0.2 {
alpha = 0.2
}
}
for x := 0; x < s.world.Width; x++ { for x := 0; x < s.world.Width; x++ {
for y := 0; y < s.world.Height; y++ { for y := 0; y < s.world.Height; y++ {
ent := s.world.GetEntityAt(x, y, playerGridZ) ent := s.world.GetEntityAt(x, y, zLevel)
if ent != nil { if ent != nil {
px := float64(x)*entities.TileSize - camX px := float64(x)*entities.TileSize - camX
py := float64(y)*entities.TileSize - camY py := float64(y)*entities.TileSize - camY
ent.DrawSide(s.leftView, px, py) ent.DrawSide(s.leftView, px, py, tint, alpha)
}
} }
} }
} }
// Höger vy: Ovan-vy (renderar alla X och Z objekt vid underliggande rad) // Höger vy: Ovan-vy (renderar ner i marken så att det känns som det går "in" i bilden)
viewY := playerGridY // -1: Två block inåt jord/hål (Djupast)
if s.player.IsGrounded { // 0: Ett block inåt jord/hål
viewY += 1 // +1: Samma (eller 1 över)
// För att saker under spelaren ska ligga bakom byter vi tecken. "upp" i z/y är nu inåt.
// Vi visar tre block nedåt i Y: playerGridY+3, Y+2, Y+1, Y
topLevels := []int{playerGridY + 3, playerGridY + 2, playerGridY + 1, playerGridY}
for i, yLevel := range topLevels {
if yLevel >= 0 && yLevel < s.world.Height {
tint := float32(1.0)
alpha := float32(1.0)
// Sätt färger baserat på relativ nivå ("inåt") där de djupaste (Y+3) är mörkare
// Index 0 är djupast i marken
if i == 0 { // -2 block (långt under fötter)
tint = 0.6
alpha = 0.4
} else if i == 1 { // -1 block (nyss under fötter)
tint = 0.8
alpha = 0.6
} else if i == 2 { // marken spelaren står på
tint = 1.0
alpha = 1.0
} else if i == 3 { // spelarens fothöjd (0)
tint = 1.2
alpha = 1.0
} }
for x := 0; x < s.world.Width; x++ { for x := 0; x < s.world.Width; x++ {
for z := 0; z < s.world.Depth; z++ { for z := 0; z < s.world.Depth; z++ {
ent := s.world.GetEntityAt(x, viewY, z) ent := s.world.GetEntityAt(x, yLevel, z)
if ent != nil { if ent != nil {
px := float64(x)*entities.TileSize - camX px := float64(x)*entities.TileSize - camX
pz := float64(z)*entities.TileSize - camZ pz := float64(z)*entities.TileSize - camZ
ent.DrawTop(s.rightView, px, pz) ent.DrawTop(s.rightView, px, pz, tint, alpha)
}
} }
} }
} }
s.drawPlayerSide(s.leftView, camX, camY) // Rendera spelaren på toppen (efter marken och spelarens lager är ritat)
if i == 3 {
s.drawPlayerTop(s.rightView, camX, camZ) s.drawPlayerTop(s.rightView, camX, camZ)
}
}
s.drawPlayerSide(s.leftView, camX, camY)
opL := &ebiten.DrawImageOptions{} opL := &ebiten.DrawImageOptions{}
opL.GeoM.Translate(10, 100) opL.GeoM.Translate(10, 100)

11
main.go
View File

@@ -3,11 +3,22 @@ package main
import ( import (
"log" "log"
"mountain/internal/game" "mountain/internal/game"
"os"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
) )
func main() { func main() {
// Sätt upp loggning till fil
f, err := os.OpenFile("game.log", os.O_RDWR|os.O_CREATE|os.O_APPEND, 0666)
if err != nil {
log.Fatalf("Kunde inte skapa logfil: %v", err)
}
defer f.Close()
log.SetOutput(f)
log.Println("--- Spelet startar ---")
ebiten.SetWindowSize(800, 600) ebiten.SetWindowSize(800, 600)
ebiten.SetWindowTitle("Regin: Mountain of Treasures") ebiten.SetWindowTitle("Regin: Mountain of Treasures")

View File

@@ -1,17 +1,51 @@
{ {
"activeFile": "", "activeFile": "room1.tmj",
"expandedProjectPaths": [ "expandedProjectPaths": [
"."
], ],
"fileStates": { "fileStates": {
"start.tsx": { "room1.tmj": {
"dynamicWrapping": true "scale": 0.135375,
"selectedLayer": 4,
"viewCenter": {
"x": 2038.7811634349032,
"y": 2256.694367497692
} }
}, },
"room2.tmj": {
"scale": 0.135375,
"selectedLayer": 3,
"viewCenter": {
"x": 664.819944598338,
"y": 2256.694367497692
}
},
"start.tsx": {
"dynamicWrapping": true,
"scaleInDock": 1,
"scaleInEditor": 1
},
"tileset.tsj": {
"dynamicWrapping": false,
"scaleInDock": 1,
"scaleInEditor": 1
}
},
"last.exportedFilePath": "/home/brasse/repos/Regin_mountain_of_treasures/assets/maps",
"last.imagePath": "/home/brasse/repos/Regin_mountain_of_treasures/assets/images/1 Tiles", "last.imagePath": "/home/brasse/repos/Regin_mountain_of_treasures/assets/images/1 Tiles",
"map.lastUsedExportFilter": "JSON kart-filer ( *.tmj *.json)",
"openFiles": [ "openFiles": [
"room1.tmj",
"room2.tmj",
"start.tsx",
"tileset.tsj"
], ],
"project": "R.M.O.T.tiled-project", "project": "R.M.O.T.tiled-project",
"recentFiles": [ "recentFiles": [
"tileset.tsj",
"start.tsx",
"room2.tmj",
"room1.tmj"
], ],
"tileset.lastUsedFormat": "tsx", "tileset.lastUsedFormat": "tsx",
"tileset.type": 1 "tileset.type": 1

BIN
mountain

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15
plan.md
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@@ -11,8 +11,19 @@ Spelets arkitektur bygger på att helt separera 3D-spellogiken från 2D-renderin
1. **3D Verklighet:** Varje spelfigur och block har en 3D-vektor (`X`, `Y`, `Z`) samt en storlek (`Width`, `Height`, `Depth`). Fysikmotorn (som bygger på euler-integrering och AABB-kollisioner) körs helt och hållet i denna 3D-värld. Tyngdkraft drar objekt neråt längs Y eller Z axeln. 1. **3D Verklighet:** Varje spelfigur och block har en 3D-vektor (`X`, `Y`, `Z`) samt en storlek (`Width`, `Height`, `Depth`). Fysikmotorn (som bygger på euler-integrering och AABB-kollisioner) körs helt och hållet i denna 3D-värld. Tyngdkraft drar objekt neråt längs Y eller Z axeln.
2. **2D Rendering (Double Viewport):** Spelet renderas genom två synkroniserade vyportar bredvid varandra, båda med en svart inramning: 2. **2D Rendering (Double Viewport):** Spelet renderas genom två synkroniserade vyportar bredvid varandra, båda med en svart inramning:
- **Vänster vy (Sido-vy):** Visar X- och Y-axeln (bredd och höjd). När spelaren går "inåt" längs Z-axeln ritas en ny rad av kartan ut, med spelaren uppdaterad i centrum. - **Vänster vy (Sido-vy):** Visar X- och Y-axeln (bredd och höjd). När spelaren går "inåt" längs Z-axeln ritas lagren upp till 3 block inåt i djupet. För varje block inåt blir objektet gradvis mer utgråat (skuggat) och transparent, vilket skapar en tydlig känsla av djup (parallax-liknande 3D-effekt).
- **Höger vy (Ovanifrån):** Visar X- och Z-axeln (bredd och djup). När spelaren ändrar höjd (Y-axel, t.ex. genom att hoppa) renderas en ny höjd-slice av världen med spelaren i absoluta mittpunkten. - **Höger vy (Ovanifrån):** Visar X- och Z-axeln (bredd och djup). Visar bara spelarens närområde i Y-led med en specifik ljushets- och transparensstege:
- **-1 block** (Nivån spelaren står på) samt **0 block** (Samma höjd): Båda är lite ljusare (tint 1.2).
- **+1 block upp**: Ljusare och lite transparent (alpha 0.5, tint 1.4).
- **+2 block upp**: Ännu ljusare och nästan helt transparent (alpha 0.2, tint 1.6).
3. **Kartstruktur:** Världen sparas i grunden som en tre-dimensionell array (`[][][]Entity`), exempelvis motsvarande en 10x10x10 map. Varje block motsvarar 32x32 pixlar i world-space som sedan representeras av specifika sprites ur `assets/images/1 Tiles`. Kartans botten består av solida jordblock som förhindrar spelaren från att falla igenom. 3. **Kartstruktur:** Världen sparas i grunden som en tre-dimensionell array (`[][][]Entity`), exempelvis motsvarande en 10x10x10 map. Varje block motsvarar 32x32 pixlar i world-space som sedan representeras av specifika sprites ur `assets/images/1 Tiles`. Kartans botten består av solida jordblock som förhindrar spelaren från att falla igenom.
4. **Gemensamt Spelobjekt (Entity):** All logik byggs på ett generiskt `Entity`-interface som besvarar frågor som `IsBlocking()`, `IsMovable()`, `Move()`, `Damage()`, `Pickup()` och `GetHealth()`. Detta gör att karaktärer, pussel och fiender smidigt kan kalla varandras triggers och dela samma kollisionsmekanismer i 3D-kuben. 4. **Gemensamt Spelobjekt (Entity):** All logik byggs på ett generiskt `Entity`-interface som besvarar frågor som `IsBlocking()`, `IsMovable()`, `Move()`, `Damage()`, `Pickup()` och `GetHealth()`. Detta gör att karaktärer, pussel och fiender smidigt kan kalla varandras triggers och dela samma kollisionsmekanismer i 3D-kuben.
5. **Animation och Input:** Kontroller och inputs (Gå, Hoppa m.m) knyts till konfigurerbara actions. Karaktärerna använder sprite-sheets där varje "frame" är 96x96 pixlar som bläddras igenom i en specifik timer för att spela upp livliga animationer. Att byta håll innebär att man byter animation state och hastighetsvektor. 5. **Animation och Input:** Kontroller och inputs (Gå, Hoppa m.m) knyts till konfigurerbara actions. Karaktärerna använder sprite-sheets där varje "frame" är 96x96 pixlar som bläddras igenom i en specifik timer för att spela upp livliga animationer. Att byta håll innebär att man byter animation state och hastighetsvektor.
## Map Pipeline
* **Tiled JSON (`assets/maps/*.tmj`)**: Kartdata.
* **Entity Definitions (`assets/entity_defs.json`)**: JSON som mappar ID till top/sido sprites samt om den är solid eller har specifik logik.
Exempel:
- id 1: side tile_02, top tile_31 (Gräs)
- id 2: side tile_12, top tile_12 (Jord)
- id 3: portal (Grässtruktur som byter karta)

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regin_mountain_game Executable file

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@@ -0,0 +1,45 @@
{
"entity_types": {
"ground_grass": {
"id": 1,
"tiled_id": 1,
"solid": true,
"sprites": {
"top": "Tile_31",
"side": "Tile_02"
}
},
"ground_dirt": {
"id": 2,
"tiled_id": 2,
"solid": true,
"sprites": {
"top": "Tile_12",
"side": "Tile_12"
}
},
"portal_grass": {
"id": 3,
"tiled_id": 3,
"solid": false,
"sprites": {
"top": "Tile_31",
"side": "Tile_31"
},
"target_map": "room2"
},
"player": {
"id": 100,
"solid": true,
"sprites": {
"top": "player_idle",
"side": "player_idle"
},
"animations": {
"idle": {"frames": [0], "speed": 1},
"walk": {"frames": [1, 2, 3, 4], "speed": 5},
"jump": {"frames": [5, 6], "speed": 4}
}
}
}
}

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@@ -0,0 +1,4 @@
[Dolphin]
PreviewsShown=true
Timestamp=2018,1,22,14,58,44
Version=4

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