fixes to viewport, config tuning
This commit is contained in:
parent
a91351d3dc
commit
c6c6b6254d
@ -5,6 +5,7 @@ import (
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"github.com/rs/zerolog/log"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/ui"
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"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
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"lab.zaar.be/thefish/alchemyst-go/util"
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@ -22,23 +23,6 @@ func init() {
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runtime.LockOSThread()
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}
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type GameState struct {
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mainfunc chan func()
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exit chan struct{}
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input chan string
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rawInput chan int
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}
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// do runs f on the main thread.
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func (*GameState) Do(f func()) {
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done := make(chan struct{}, 1)
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State.mainfunc <- func() {
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f()
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done <- struct{}{}
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}
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<-done
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}
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//we can run logic in separate goroutines
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//
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// go doSometing(State,...)
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@ -52,11 +36,13 @@ func (*GameState) Do(f func()) {
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// ...
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// }
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var State = GameState{
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mainfunc: make(chan func()),
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exit: make(chan struct{}, 1),
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input: make(chan string, 1),
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rawInput: make(chan int, 1),
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var State = types.GameState{
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Mainfunc: make(chan func()),
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Exit: make(chan struct{}, 1),
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Input: make(chan string, 1),
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RawInput: make(chan int, 1),
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FovRecompute: make(chan struct{},1),
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Redraw: make(chan struct{},1),
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}
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func main() {
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@ -72,21 +58,23 @@ func main() {
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setupLayers(mw)
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level := gamemap.NewLevel(mainCtx, "test", 1)
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level = mapgens.DefaultGen(level)
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level, rooms := mapgens.DefaultGen(gamemap.NewLevel(mainCtx, "test", 1))
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vp := mainwindow.NewViewPort(40, 0, 60, 47, level, mw.GetLayer("base"))
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vp.Render()
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vp.PlayerCoords = rooms[0].Center
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vp.Render(State)
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go decodeInput(mainCtx, mw.GetLayer("base"))
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go vp.Listen(State)
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//but every call to bearlibterminal must be wrapped to closure and passed to mainfunc
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var exit = false
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for !exit {
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select {
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case State.rawInput <- ui.ReadKeyCode():
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case State.RawInput <- ui.ReadKeyCode():
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break
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case pressed := <-State.input:
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case pressed := <-State.Input:
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mw.GetLayer("base").ClearArea(0, 3, 40, 1)
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mw.GetLayer("base").Print(1, 3, "Key: "+pressed)
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mw.GetLayer("base").Print(1, 6, "█")
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@ -94,13 +82,13 @@ func main() {
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//case f := <-State.mainfunc:
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// f()
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// break
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case <-State.exit:
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case <-State.Exit:
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mainCtx.Logger().Warn().Msg("quitting NOW")
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exit = true
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break
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// не оставляйте default в бесконесчном select {} - сожрет всё CPU
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default:
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vp.Render()
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vp.Render(State)
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blt.Refresh()
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}
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@ -119,13 +107,13 @@ func decodeInput(ctx util.ClientCtx, baseLayer *mainwindow.Layer) {
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var waitForWCspam = true
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for !exit {
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select {
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case keycode := <-State.rawInput:
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case keycode := <-State.RawInput:
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if keycode == blt.TK_NONE {
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continue
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}
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if keycode == blt.TK_CLOSE && !waitForWCspam {
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ctx.Logger().Warn().Msg("exiting on window close...")
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State.exit <- struct{}{}
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State.Exit <- struct{}{}
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ctx.Logger().Warn().Msg("...done")
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return
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}
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@ -147,6 +135,7 @@ func decodeInput(ctx util.ClientCtx, baseLayer *mainwindow.Layer) {
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//global hotkeys
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switch pressed {
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//fixme testing only
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case "F10":
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State.Do(func() {
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blt.Set("window: size=100x47; font: ./resources/fonts-ttf/UbuntuMono-R.ttf, size=11;")
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@ -155,13 +144,15 @@ func decodeInput(ctx util.ClientCtx, baseLayer *mainwindow.Layer) {
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fallthrough
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case "Escape":
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ctx.Logger().Info().Msg("exiting on quit command...")
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State.exit <- struct{}{}
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State.Exit <- struct{}{}
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ctx.Logger().Info().Msg("...done")
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exit = true
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return
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default:
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if pressed != "" {
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waitForWCspam = false;
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State.input <- pressed
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State.Input <- pressed
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}
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}
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}
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}
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@ -4,6 +4,7 @@
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"sizeX": 100,
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"sizeY": 47,
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"fpsLimit" : 60,
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"font": "./resources/fonts-ttf/LiberationMono-Bold.ttf",
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"font": "./resources/fonts-ttf/UbuntuMono-R.ttf",
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"fontSize": "12x16",
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"verbosity": "debug"
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}
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@ -7,8 +7,8 @@ import (
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)
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//fixme move to config
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var mapWidth = 150
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var mapHeight = 100
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var mapWidth = 70
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var mapHeight = 50
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type Level struct {
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@ -11,7 +11,7 @@ var maxRoomSize = 22
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var maxrooms = 30
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//fixme make closure to stack them
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func DefaultGen(l *gamemap.Level) *gamemap.Level {
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func DefaultGen(l *gamemap.Level) (*gamemap.Level, []*gamemap.Room) {
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rng := util.NewRNG()
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@ -56,6 +56,9 @@ func DefaultGen(l *gamemap.Level) *gamemap.Level {
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if !failed {
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rooms = append(rooms, newRoom)
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}
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//addStairs(rooms)
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//itemize(rooms)
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}
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//fillage := types.RectFill{
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@ -89,7 +92,7 @@ func DefaultGen(l *gamemap.Level) *gamemap.Level {
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}
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}
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return l
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return l, rooms
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}
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func connectRooms (l *gamemap.Level, room, otherRoom *gamemap.Room, fillage types.RectFill, toss int) {
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@ -1,69 +1,8 @@
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package gamemap
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import (
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"github.com/gammazero/deque"
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"lab.zaar.be/thefish/alchemyst-go/util"
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. "lab.zaar.be/thefish/alchemyst-go/engine/types"
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)
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import blt "lab.zaar.be/thefish/bearlibterminal"
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type ColorHolder interface {
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GetColor() uint32
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}
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type cdeque struct {
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deque.Deque
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}
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func (c *cdeque) Next() uint8 {
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c.Rotate(1)
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return c.Front().(uint8)
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}
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type DanceColorHolder struct {
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A uint8
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R *cdeque
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G *cdeque
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B *cdeque
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}
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func (chd *DanceColorHolder) GetColor() uint32 {
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return blt.ColorFromARGB(
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chd.A,
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chd.R.Next(),
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chd.G.Next(),
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chd.B.Next(),
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)
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}
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type PlainColorHolder struct {
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A uint8
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R uint8
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G uint8
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B uint8
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}
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func (chb *PlainColorHolder) GetColor() uint32 {
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return blt.ColorFromARGB(
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chb.A,
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chb.R,
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chb.G,
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chb.B,
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)
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}
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type TileColorSet struct {
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Fg ColorHolder
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Bg ColorHolder
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DarkFg ColorHolder
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DarkBg ColorHolder
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}
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type Appearance struct {
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Char string `json:"char"`
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ColorSet *TileColorSet `json:"colorSet"`
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}
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var crng = util.NewRNG()
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type Tile struct {
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*Appearance `json:"app"`
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@ -97,33 +36,6 @@ func (t *Tile) GetRawBgColor() uint32 {
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}
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}
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func singleColorRing(colorValue uint8) *cdeque {
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c := &cdeque{}
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c.PushBack(colorValue)
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return c
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}
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func fillColorRing(colorValue uint8, minGlow, maxGlow, step int) *cdeque {
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q := make([]uint8, 0)
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color := int(colorValue)
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for color < maxGlow {
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q = append(q, uint8(color))
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color = crng.Range(1, step) + color
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}
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color = crng.Range(0, step+minGlow)
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q = append(q, uint8(color))
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//for uint8(color) < uint8(colorValue) {
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// q = append(q, uint8(color))
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// color = crng.Range(1, step+minGlow)
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//}
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c := &cdeque{}
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for _, v := range q {
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c.PushBack(uint8(v))
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}
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return c
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}
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func NewWall() *Tile {
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return &Tile{
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Name: "Wall",
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@ -181,9 +93,9 @@ func NewWaterTile() *Tile {
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Bg: &DanceColorHolder{
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255,
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singleColorRing(19),
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fillColorRing(19, 0, 15, 2),
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fillColorRing(70, 120, 220, 12),
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SingleColorRing(19),
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FillColorRing(19, 0, 15, 2),
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FillColorRing(70, 120, 220, 12),
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},
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DarkFg: &PlainColorHolder{255, 30, 20, 50},
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DarkBg: &PlainColorHolder{255, 7, 7, 30},
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@ -208,9 +120,9 @@ func NewDeepWaterTile() *Tile {
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Bg: &DanceColorHolder{
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255,
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singleColorRing(5),
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fillColorRing(2,2,42,4),
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fillColorRing(154, 150, 229, 12),
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SingleColorRing(5),
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FillColorRing(2, 2, 42, 4),
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FillColorRing(154, 150, 229, 12),
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},
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DarkFg: &PlainColorHolder{255, 30, 20, 50},
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DarkBg: &PlainColorHolder{255, 7, 7, 30},
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94
engine/types/appearance.go
Normal file
94
engine/types/appearance.go
Normal file
@ -0,0 +1,94 @@
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package types
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import (
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"github.com/gammazero/deque"
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"lab.zaar.be/thefish/alchemyst-go/util"
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)
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import blt "lab.zaar.be/thefish/bearlibterminal"
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var crng = util.NewRNG()
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type ColorHolder interface {
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GetColor() uint32
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}
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type cdeque struct {
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deque.Deque
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}
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func (c *cdeque) Next() uint8 {
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c.Rotate(1)
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return c.Front().(uint8)
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}
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type DanceColorHolder struct {
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A uint8
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R *cdeque
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G *cdeque
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B *cdeque
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}
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func (chd *DanceColorHolder) GetColor() uint32 {
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return blt.ColorFromARGB(
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chd.A,
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chd.R.Next(),
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chd.G.Next(),
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chd.B.Next(),
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)
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}
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type PlainColorHolder struct {
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A uint8
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R uint8
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G uint8
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B uint8
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}
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func (chb *PlainColorHolder) GetColor() uint32 {
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return blt.ColorFromARGB(
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chb.A,
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chb.R,
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chb.G,
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chb.B,
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)
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}
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type TileColorSet struct {
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Fg ColorHolder
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Bg ColorHolder
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DarkFg ColorHolder
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DarkBg ColorHolder
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}
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type Appearance struct {
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Char string `json:"char"`
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ColorSet *TileColorSet `json:"colorSet"`
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}
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func SingleColorRing(colorValue uint8) *cdeque {
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c := &cdeque{}
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c.PushBack(colorValue)
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return c
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}
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func FillColorRing(colorValue uint8, minGlow, maxGlow, step int) *cdeque {
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q := make([]uint8, 0)
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color := int(colorValue)
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for color < maxGlow {
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q = append(q, uint8(color))
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color = crng.Range(1, step) + color
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}
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color = crng.Range(0, step+minGlow)
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q = append(q, uint8(color))
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//for uint8(color) < uint8(colorValue) {
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// q = append(q, uint8(color))
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// color = crng.Range(1, step+minGlow)
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//}
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c := &cdeque{}
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for _, v := range q {
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c.PushBack(uint8(v))
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}
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return c
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}
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20
engine/types/gamestate.go
Normal file
20
engine/types/gamestate.go
Normal file
@ -0,0 +1,20 @@
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package types
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type GameState struct {
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Mainfunc chan func()
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Exit chan struct{}
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Input chan string
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RawInput chan int
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FovRecompute chan struct{}
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Redraw chan struct{}
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}
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// do runs f on the main thread.
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func (g *GameState) Do(f func()) {
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done := make(chan struct{}, 1)
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g.Mainfunc <- func() {
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f()
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done <- struct{}{}
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}
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<-done
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}
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@ -98,7 +98,7 @@ func (layer *Layer) Decorate(f func(args ...interface{})) func(args ...interface
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}
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}
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func (layer *Layer) Clear(r *types.Rect) {
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func (layer *Layer) ClearRect(r *types.Rect) {
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blt.ClearArea(r.X, r.Y, r.W, r.H)
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}
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@ -42,13 +42,14 @@ func (mw *MainWindow) Open() {
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blt.Set(
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fmt.Sprintf(
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//"window: size=%dx%d, title='%s v%s'; font: ./resources/fonts-bitmap/ibmnew8x12.png, size=8x12;",
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"window: size=%dx%d, title='%s v%s'; font: %s, size=8x16;",
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"window: size=%dx%d, title='%s v%s'; font: %s, size=%s;",
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//"window: size=%dx%d, title='%s v%s'",
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config.MainWindowSizeX,
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config.MainWindowSizeY,
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config.Title,
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config.Version,
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config.Font,
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config.FontSize,
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),
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)
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}
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|
@ -2,6 +2,7 @@ package mainwindow
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import (
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"errors"
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"fmt"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov/precomputed_shade"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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@ -10,15 +11,14 @@ import (
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var NotInViewError = errors.New("not in ViewPort")
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const FPS_LIMIT = 60
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type ViewPort struct {
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*types.Rect
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cameraCoords types.Coords
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level *gamemap.Level
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layer *Layer
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Fov fov.Fov
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playerCoords types.Coords
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playerTorchRadius int
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PlayerCoords types.Coords
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PlayerTorchRadius int
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}
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func NewViewPort(x, y, w, h int, level *gamemap.Level, layer *Layer) *ViewPort {
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@ -32,13 +32,13 @@ func NewViewPort(x, y, w, h int, level *gamemap.Level, layer *Layer) *ViewPort {
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Fov: fov,
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}
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vp.playerCoords = types.Coords{10, 10}
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vp.playerTorchRadius = 10
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vp.PlayerCoords = types.Coords{10, 10}
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vp.PlayerTorchRadius = 10
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return &vp
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}
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func (vp *ViewPort) Move(c *types.Coords) {
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func (vp *ViewPort) Move(c *types.Coords, state types.GameState) {
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x := c.X - vp.Rect.W/2
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y := c.Y - vp.Rect.H/2
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@ -49,22 +49,26 @@ func (vp *ViewPort) Move(c *types.Coords) {
|
||||
y = 0
|
||||
}
|
||||
if x > vp.level.W-vp.W {
|
||||
x = vp.level.W - vp.W
|
||||
x = vp.level.W - vp.W - 1
|
||||
}
|
||||
if y > vp.level.H-vp.H {
|
||||
x = vp.level.H - vp.H
|
||||
x = vp.level.H - vp.H - 1
|
||||
}
|
||||
//if x != vp.X || y != vp.Y { State.FovRecompute <- struct{}{}}
|
||||
vp.X, vp.Y = x, y
|
||||
if x != vp.cameraCoords.X || y != vp.cameraCoords.Y {
|
||||
state.FovRecompute <- struct{}{}
|
||||
}
|
||||
vp.cameraCoords.X = x
|
||||
vp.cameraCoords.Y = y
|
||||
|
||||
}
|
||||
|
||||
func (vp *ViewPort) ToVPCoords(c *types.Coords) (newCoords *types.Coords, err error) {
|
||||
func (vp *ViewPort) ToVPCoords(c types.Coords) (newCoords types.Coords, err error) {
|
||||
//coords on map to coords on vp
|
||||
x, y := c.X-vp.X, c.Y-vp.Y
|
||||
if x < 0 || y < 0 || x >= vp.W || y >= vp.H {
|
||||
return &types.Coords{-1, -1}, NotInViewError
|
||||
x, y := c.X-vp.cameraCoords.X, c.Y-vp.cameraCoords.Y
|
||||
if x < 0 || y < 0 || x > vp.W || y > vp.H {
|
||||
return types.Coords{-1, -1}, NotInViewError
|
||||
}
|
||||
return &types.Coords{x, y}, nil
|
||||
return types.Coords{x, y}, nil
|
||||
}
|
||||
|
||||
////call only from main thread
|
||||
@ -75,15 +79,15 @@ func (vp *ViewPort) ToVPCoords(c *types.Coords) (newCoords *types.Coords, err er
|
||||
// redraw := false
|
||||
// //fixme get player instance
|
||||
//
|
||||
// vp.Move(&vp.playerCoords)
|
||||
// vp.Move(&vp.PlayerCoords)
|
||||
// //fixme detect fovRecompute
|
||||
// if fovRecompute {
|
||||
// vp.layer.Clear(vp.Rect)
|
||||
// vp.layer.ClearRect(vp.Rect)
|
||||
// fovRecompute = false
|
||||
// redraw = true
|
||||
// //fixme
|
||||
//
|
||||
// vp.Fov.ComputeFov(vp.level, vp.playerCoords, vp.playerTorchRadius)
|
||||
// vp.Fov.ComputeFov(vp.level, vp.PlayerCoords, vp.PlayerTorchRadius)
|
||||
// }
|
||||
// //increase ticker
|
||||
// fpsTicker++
|
||||
@ -119,26 +123,54 @@ func (vp *ViewPort) ToVPCoords(c *types.Coords) (newCoords *types.Coords, err er
|
||||
var redraw = true
|
||||
var fovRecompute = true
|
||||
|
||||
func (vp *ViewPort) Render() {
|
||||
func (vp *ViewPort) Listen(state types.GameState) {
|
||||
for {
|
||||
select {
|
||||
case <-state.FovRecompute:
|
||||
fovRecompute = true
|
||||
case <-state.Redraw:
|
||||
redraw = true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (vp *ViewPort) Render(state types.GameState) {
|
||||
|
||||
vp.Move(&vp.PlayerCoords, state)
|
||||
|
||||
if fovRecompute {
|
||||
vp.layer.Clear(vp.Rect)
|
||||
vp.layer.ClearRect(vp.Rect)
|
||||
fovRecompute = false
|
||||
redraw = true
|
||||
vp.Fov.ComputeFov(vp.level, vp.playerCoords, vp.playerTorchRadius)
|
||||
vp.Fov.ComputeFov(vp.level, vp.PlayerCoords, vp.PlayerTorchRadius)
|
||||
}
|
||||
|
||||
if redraw {
|
||||
//terrain
|
||||
for y := 0; y < vp.H; y++ {
|
||||
for x := 0; x < vp.W; x++ {
|
||||
mapCoords := types.Coords{vp.X + x, vp.Y + y}
|
||||
mapCoords := types.Coords{vp.cameraCoords.X + x, vp.cameraCoords.Y + y}
|
||||
|
||||
if vp.level.InBounds(mapCoords) {
|
||||
tile := vp.level.GetTile(mapCoords)
|
||||
if tile.Explored || tile.MustDraw || tile.Visible {
|
||||
vp.layer.PutToBase(mapCoords.X, mapCoords.Y, tile.GetChar(), tile.GetRawColor(), tile.GetRawBgColor())
|
||||
vp.layer.PutToBase(x + vp.X, y + vp.Y, tile.GetChar(), tile.GetRawColor(), tile.GetRawBgColor())
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//mobs
|
||||
pc,err := vp.ToVPCoords(vp.PlayerCoords)
|
||||
_ = pc
|
||||
if err != nil {
|
||||
fmt.Println("error on getting player position")
|
||||
} else {
|
||||
vp.layer.WithColor("white").Put(pc.X + vp.X, pc.Y + vp.Y, "@")
|
||||
//mw.GetLayer("base").WithColor("white").Put(42, 10, "B")
|
||||
//mw.GetLayer("overlay").WithColor("white").Put(59, 10, "O")
|
||||
}
|
||||
|
||||
redraw = true
|
||||
//redraw = false
|
||||
}
|
||||
|
||||
|
@ -14,6 +14,7 @@ type Config struct {
|
||||
MainWindowSizeX int `json:"sizeX"`
|
||||
MainWindowSizeY int `json:"sizeY"`
|
||||
Font string `json:"font"`
|
||||
FontSize string `json:"fontSize"` //format is "8x12"
|
||||
Verbosity string `json:"verbosity"`
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user