M1: rörelse, kollision, kamera, scener, tileset, skärmdumpar, CI
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- internal/sim: rutbaserad Mover (4 riktningar, riktningsbyte vid rutgräns,
  bildrute-exakt ankomst) och Camera (följer, klampar, centrerar små kartor),
  med tester
- internal/game: scener meny -> bana -> resultat, tangentbord + gamepad,
  tileset och spelaranimation, HUD, skriptläge (-script) för deterministiska
  skärmdumpar och tester
- tools/genart genererar placeholder-grafik (tiles.png, player.png);
  tools/shots tar doc/img/*.png som README och wiki visar
- bana 002-shinjuku (33x21) för kamerascroll; level.List/LoadFile/TrainAt
- .gitea/workflows/release.yaml: vet + test + linux/windows-zippar till
  rullande latest på brasse-linux01-runnern (linux-amd64)
- docs: roadmap M1 klar, tester, plan, README med bilder och styrning

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
2026-10-23 19:16:53 +02:00
parent ae50d444a4
commit 4ae7dba291
34 changed files with 1730 additions and 124 deletions

217
tools/genart/main.go Normal file
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// Genererar placeholder-grafik tills riktig pixel art finns:
//
// go run ./tools/genart
//
// Skriver resources/sprites/tiles.png (en remsa 16×16-rutor i ordningen
// vägg, golv, start, perrong, spärr, automat, skylt) och
// resources/sprites/player.png (3 bildrutor × 4 riktningar: ner, upp,
// vänster, höger; kolumn 0 = stilla, 1–2 = gå). Ritas med enkla rektanglar
// så att allt är deterministiskt och lätt att justera.
package main
import (
"fmt"
"image"
"image/color"
"image/png"
"os"
"path/filepath"
)
const T = 16
func rgb(r, g, b uint8) color.RGBA { return color.RGBA{r, g, b, 255} }
var (
wallDark, wallMid, wallLight = rgb(38, 43, 68), rgb(58, 68, 102), rgb(90, 105, 136)
floorA, floorB, grout = rgb(139, 155, 180), rgb(128, 143, 168), rgb(108, 121, 146)
yellow, yellowDark = rgb(254, 174, 52), rgb(200, 130, 30)
metal, metalDark = rgb(190, 198, 208), rgb(120, 130, 145)
screenC, boxDark = rgb(44, 232, 245), rgb(50, 60, 80)
signBoard, white = rgb(24, 60, 120), rgb(255, 255, 255)
green, greenDark = rgb(99, 199, 77), rgb(60, 140, 50)
skin, hair, capC, capDark = rgb(240, 200, 160), rgb(60, 40, 30), rgb(228, 59, 68), rgb(170, 40, 50)
jacket, jacketDark = rgb(44, 232, 245), rgb(30, 170, 185)
pants, shoe, eye = rgb(38, 43, 68), rgb(255, 255, 255), rgb(38, 43, 68)
)
type canvas struct {
img *image.NRGBA
ox, oy int
}
func (c canvas) rect(x, y, w, h int, col color.RGBA) {
for yy := y; yy < y+h; yy++ {
for xx := x; xx < x+w; xx++ {
c.img.SetNRGBA(c.ox+xx, c.oy+yy, color.NRGBA{col.R, col.G, col.B, col.A})
}
}
}
func floor(c canvas) {
c.rect(0, 0, 7, 7, floorA)
c.rect(8, 0, 7, 7, floorB)
c.rect(0, 8, 7, 7, floorB)
c.rect(8, 8, 7, 7, floorA)
c.rect(7, 0, 1, 16, grout)
c.rect(15, 0, 1, 16, grout)
c.rect(0, 7, 16, 1, grout)
c.rect(0, 15, 16, 1, grout)
}
var tiles = []func(canvas){
func(c canvas) { // vägg
c.rect(0, 0, 16, 16, wallMid)
c.rect(0, 0, 16, 2, wallLight)
c.rect(0, 14, 16, 2, wallDark)
c.rect(0, 7, 16, 1, wallDark)
c.rect(7, 2, 1, 5, wallDark)
c.rect(3, 8, 1, 6, wallDark)
c.rect(11, 8, 1, 6, wallDark)
},
floor, // golv
func(c canvas) { // start: golv + dörrmatta
floor(c)
c.rect(3, 10, 10, 4, green)
c.rect(3, 10, 10, 1, greenDark)
c.rect(3, 13, 10, 1, greenDark)
},
func(c canvas) { // perrong: golv + gul ledlinje + kant
floor(c)
c.rect(0, 11, 16, 3, yellow)
for x := 1; x < 16; x += 4 {
c.rect(x, 12, 2, 1, yellowDark)
}
c.rect(0, 15, 16, 1, wallDark)
},
func(c canvas) { // spärr: två stolpar med grön lampa
floor(c)
for _, x := range []int{1, 11} {
c.rect(x, 1, 4, 13, metal)
c.rect(x, 1, 4, 1, white)
c.rect(x, 13, 4, 1, metalDark)
c.rect(x+1, 3, 2, 2, green)
}
},
func(c canvas) { // automat
floor(c)
c.rect(3, 1, 10, 13, boxDark)
c.rect(4, 2, 8, 5, screenC)
c.rect(5, 9, 6, 1, metal)
c.rect(5, 11, 2, 1, yellow)
c.rect(8, 11, 2, 1, green)
},
func(c canvas) { // skylt
floor(c)
c.rect(7, 7, 2, 9, boxDark)
c.rect(2, 1, 12, 7, signBoard)
c.rect(2, 1, 12, 1, white)
c.rect(3, 3, 10, 1, white)
c.rect(3, 5, 6, 1, white)
},
}
// player ritar en figur som tittar åt facing (0 ner, 1 upp, 2 vänster, 3 höger)
// i bildruta frame (0 stilla, 1–2 gå).
func player(c canvas, facing, frame int) {
// ben + skor
ly, ry := 11, 11
lx, rx := 5, 9
switch frame {
case 1:
ly = 10
case 2:
ry = 10
}
if facing >= 2 { // sidovy: benen närmare varandra, växelvis fram
lx, rx = 6, 8
if frame == 1 {
lx, rx = 5, 8
} else if frame == 2 {
lx, rx = 6, 9
}
}
c.rect(lx, ly, 2, 14-ly, pants)
c.rect(rx, ry, 2, 14-ry, pants)
c.rect(lx, 14, 2, 1, shoe)
c.rect(rx, 14, 2, 1, shoe)
// kropp + armar
c.rect(4, 6, 8, 5, jacket)
c.rect(4, 6, 8, 1, jacketDark)
c.rect(3, 7, 1, 3, jacket)
c.rect(12, 7, 1, 3, jacket)
// huvud
switch facing {
case 0: // ner
c.rect(4, 1, 8, 5, skin)
c.rect(3, 0, 10, 2, capC)
c.rect(3, 2, 10, 1, capDark)
c.rect(6, 4, 1, 1, eye)
c.rect(9, 4, 1, 1, eye)
case 1: // upp: bakhuvud
c.rect(4, 1, 8, 5, hair)
c.rect(3, 0, 10, 2, capC)
c.rect(3, 2, 10, 1, capDark)
case 2: // vänster
c.rect(4, 1, 8, 5, skin)
c.rect(9, 1, 3, 5, hair)
c.rect(3, 0, 10, 2, capC)
c.rect(1, 2, 8, 1, capDark)
c.rect(5, 4, 1, 1, eye)
case 3: // höger
c.rect(4, 1, 8, 5, skin)
c.rect(4, 1, 3, 5, hair)
c.rect(3, 0, 10, 2, capC)
c.rect(7, 2, 8, 1, capDark)
c.rect(10, 4, 1, 1, eye)
}
}
func main() {
out := filepath.Join(repoRoot(), "resources", "sprites")
tilesImg := image.NewNRGBA(image.Rect(0, 0, T*len(tiles), T))
for i, draw := range tiles {
draw(canvas{tilesImg, i * T, 0})
}
save(filepath.Join(out, "tiles.png"), tilesImg)
playerImg := image.NewNRGBA(image.Rect(0, 0, T*3, T*4))
for facing := 0; facing < 4; facing++ {
for frame := 0; frame < 3; frame++ {
player(canvas{playerImg, frame * T, facing * T}, facing, frame)
}
}
save(filepath.Join(out, "player.png"), playerImg)
}
func save(path string, img image.Image) {
f, err := os.Create(path)
if err != nil {
fail(err)
}
defer f.Close()
if err := png.Encode(f, img); err != nil {
fail(err)
}
fmt.Println("skrev", path)
}
func repoRoot() string {
dir, _ := os.Getwd()
for {
if _, err := os.Stat(filepath.Join(dir, "go.mod")); err == nil {
return dir
}
parent := filepath.Dir(dir)
if parent == dir {
fail(fmt.Errorf("hittade ingen go.mod"))
}
dir = parent
}
}
func fail(err error) {
fmt.Fprintln(os.Stderr, "genart:", err)
os.Exit(1)
}

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tools/shots/main.go Normal file
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// Genererar dokumentationens skärmdumpar deterministiskt:
//
// go run ./tools/shots
//
// Bygger debug-binären, kör den med -script för varje bild och skriver
// PNG:er till doc/img/. Kör om detta när grafik eller UI ändrats, och
// committa bilderna – README och wikin pekar på dem.
package main
import (
"fmt"
"os"
"os/exec"
"path/filepath"
"runtime"
)
type shot struct {
file string
level string
script string
}
var shots = []shot{
{"menu.png", "", "wait 10; shot %s; quit"},
{"level-001.png", "001-flygplatsen", "move right 4; move down 2; wait 5; shot %s; quit"},
{"level-002.png", "002-shinjuku", "move down 6; move right 4; wait 5; shot %s; quit"},
{"result.png", "001-flygplatsen",
"move down 2; move right 2; move down 2; move left 2; move down 4; move right 17; move down 1; move left 1; wait 15; shot %s; quit"},
}
func main() {
root := repoRoot()
out := filepath.Join(root, "doc", "img")
must(os.MkdirAll(out, 0o755))
build := exec.Command("go", "run", "./tools/build", "-mode", "debug")
build.Dir, build.Stdout, build.Stderr = root, os.Stdout, os.Stderr
must(build.Run())
exe := filepath.Join(root, "build", "debug", "metro-puzzle-jp")
if runtime.GOOS == "windows" {
exe += ".exe"
}
for _, s := range shots {
args := []string{"-script", fmt.Sprintf(s.script, filepath.Join(out, s.file))}
if s.level != "" {
args = append(args, "-level", s.level)
}
run := exec.Command(exe, args...)
run.Dir, run.Stdout, run.Stderr = filepath.Dir(exe), os.Stdout, os.Stderr
if err := run.Run(); err != nil {
fail(fmt.Errorf("%s: %w", s.file, err))
}
}
fmt.Println("klart:", out)
}
func repoRoot() string {
dir, _ := os.Getwd()
for {
if _, err := os.Stat(filepath.Join(dir, "go.mod")); err == nil {
return dir
}
parent := filepath.Dir(dir)
if parent == dir {
fail(fmt.Errorf("hittade ingen go.mod"))
}
dir = parent
}
}
func must(err error) {
if err != nil {
fail(err)
}
}
func fail(err error) {
fmt.Fprintln(os.Stderr, "shots:", err)
os.Exit(1)
}