Implementerat Tiled JSON Map parser med portaler mellan 2 st hundramappars rum

This commit is contained in:
2026-04-26 00:55:14 +02:00
parent feabe7366c
commit 93abb31ba7
9 changed files with 200609 additions and 31 deletions

View File

@@ -46,25 +46,10 @@ type PlayScene struct {
}
func NewPlayScene() *PlayScene {
w := entities.NewWorld(10, 10, 10)
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 x := 0; x < 10; x++ {
for z := 0; z < 10; z++ {
// Surface grass
w.SetEntityAt(x, 9, z, &entities.Tile{
SideImg: tile02,
TopImg: tile31,
})
// Sub dirt
w.SetEntityAt(x, 8, z, &entities.Tile{
SideImg: tile12,
TopImg: tile12,
})
}
w, err := entities.LoadWorldFromTiled("mapp-maker/room1.tmj")
if err != nil {
log.Println("Kunde inte ladda room1:", err)
w = entities.NewWorld(100, 10, 100) // Fallback tom värd om JSON saknas
}
pRun, _, err := ebitenutil.NewImageFromFile("assets/images/Warrior_1/Run.png")
@@ -77,13 +62,13 @@ func NewPlayScene() *PlayScene {
pIdle = pRun
}
pTop := ebiten.NewImage(32, 32)
pTop := ebiten.NewImage(96, 96)
pTop.Fill(color.RGBA{255, 255, 0, 255})
player := &Player{
Pos: mgl64.Vec3{4.0 * entities.TileSize, 7.0 * entities.TileSize, 4.0 * entities.TileSize},
Width: 20,
Height: 40,
Pos: mgl64.Vec3{50.0 * entities.TileSize, 6.0 * entities.TileSize, 50.0 * entities.TileSize},
Width: 96,
Height: 96,
SpriteRun: pRun,
SpriteIdle: pIdle,
SpriteTop: pTop,
@@ -154,6 +139,22 @@ func (s *PlayScene) Update() error {
p.Pos[1] = nextY
p.Pos[2] = nextZ
// Kolla ifall vi står på en portal
standEnt := s.world.GetEntityAt(gridX, gridY, gridZ)
if prt, ok := standEnt.(*entities.Portal); ok {
log.Println("Byter rum till: ", prt.TargetMap)
newW, err := entities.LoadWorldFromTiled("mapp-maker/" + prt.TargetMap + ".tmj")
if err == nil {
s.world = newW
// Reset player position for new map
if prt.TargetMap == "room1" {
p.Pos = mgl64.Vec3{80.0 * entities.TileSize, 6.0 * entities.TileSize, 10.0 * entities.TileSize}
} else {
p.Pos = mgl64.Vec3{40.0 * entities.TileSize, 6.0 * entities.TileSize, 65.0 * entities.TileSize}
}
}
}
if isMoving {
p.AnimationCounter++
if p.AnimationCounter > 5 {
@@ -161,7 +162,7 @@ func (s *PlayScene) Update() error {
p.AnimationCounter = 0
}
} else {
p.AnimationFrame = 0
p.AnimationFrame = 0
}
return nil
@@ -225,11 +226,11 @@ func (s *PlayScene) Draw(screen *ebiten.Image) {
func (s *PlayScene) drawPlayerSide(screen *ebiten.Image, camX, camY float64) {
p := s.player
sx := p.AnimationFrame * 96
srcRect := image.Rect(sx, 0, sx+96, 96)
var activeSprite *ebiten.Image
if p.Vel[0] != 0 || p.Vel[2] != 0 { // Is moving X or Z
activeSprite = p.SpriteRun
} else {
@@ -244,8 +245,8 @@ func (s *PlayScene) drawPlayerSide(screen *ebiten.Image, camX, camY float64) {
op.GeoM.Translate(96, 0)
}
drawX := p.Pos[0] - camX - 38
drawY := p.Pos[1] - camY - 56
drawX := p.Pos[0] - camX
drawY := p.Pos[1] - camY
op.GeoM.Translate(drawX, drawY)
screen.DrawImage(subImg, op)
@@ -254,7 +255,7 @@ func (s *PlayScene) drawPlayerSide(screen *ebiten.Image, camX, camY float64) {
func (s *PlayScene) drawPlayerTop(screen *ebiten.Image, camX, camZ float64) {
p := s.player
op := &ebiten.DrawImageOptions{}
drawX := p.Pos[0] - camX
drawZ := p.Pos[2] - camZ
op.GeoM.Translate(drawX, drawZ)