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

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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)
}