tilemap example added

This commit is contained in:
Zachary King 2019-02-03 10:22:25 -06:00
parent 070f96227a
commit 1de5ec5af8
7 changed files with 427 additions and 0 deletions

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tilemap

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# Pixel Tiles Example
This is a very simple example of how you might load a tilemap generated with [Tiled](https://www.mapeditor.org/) (i.e. a .tmx file),
in a game with [Pixel](https://github.com/faiface/pixel) for Go.
The tilemap used in this example is humbly borrowed from James Bowman's repo here: [https://github.com/jamesbowman/tiled-maps](https://github.com/jamesbowman/tiled-maps).
## Preview
![Screenshot of Tiles Window](./screenshot.png)
## Tilemap
![Tilemap](./gameart2d-desert.png)

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<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" renderorder="right-down" width="120" height="18" tilewidth="128" tileheight="128" nextobjectid="1">
<tileset firstgid="1" name="gameart2d-desert" tilewidth="128" tileheight="128" tilecount="40" columns="5">
<image source="gameart2d-desert.png" width="640" height="1024"/>
<tile id="2">
<properties>
<property name="type" type="int" value="1"/>
</properties>
</tile>
<tile id="7">
<properties>
<property name="type" type="int" value="1"/>
</properties>
</tile>
</tileset>
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0,0,0,0,0,0,0,0,0,0,0,0,37,0,26,0,0,0,0,17,19,0,0,0,0,0,0,0,0,0,0,0,0,0,0,29,30,0,0,0,0,0,0,0,0,0,0,0,0,40,2,3,11,12,8,9,0,0,0,0,0,2,3,4,0,0,0,0,0,0,0,0,0,0,2,11,12,8,8,8,8,8,13,13,13,13,20,0,0,0,0,2,11,12,8,8,8,8,8,9,0,0,0,17,19,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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27,0,0,37,37,0,0,0,0,2,3,11,12,8,8,8,8,9,10,0,0,0,0,0,25,0,0,0,0,2,3,11,12,8,8,8,8,9,0,0,0,38,39,40,2,3,11,12,8,8,8,8,8,8,8,9,0,0,0,0,0,7,8,9,0,38,39,40,0,0,2,11,12,8,8,8,8,8,8,8,8,8,9,0,0,32,0,2,11,12,8,8,8,8,8,8,8,8,8,9,0,0,0,31,37,39,37,32,39,21,22,39,37,0,2,3,3,3,3,3,
3,3,3,3,3,3,3,3,11,12,8,8,8,8,8,8,8,14,15,3,3,3,3,3,3,3,3,3,11,12,8,8,8,8,8,8,8,9,0,0,2,3,3,11,12,8,8,8,8,8,8,8,8,8,8,9,0,0,0,0,0,7,8,14,15,3,3,3,3,11,12,8,8,8,8,8,8,8,8,8,8,8,14,15,3,3,11,12,8,8,8,8,8,8,8,8,8,8,8,9,0,0,0,17,18,18,18,18,18,18,18,18,19,0,7,8,8,8,8,8
</data>
</layer>
</map>

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@ -0,0 +1,215 @@
{
"name": "desert01",
"tiles": [
{
"mapPos": {
"X": 3,
"Y": 0
},
"gamePos": {
"X": 3,
"Y": 1
}
},
{
"mapPos": {
"X": 2,
"Y": 1
},
"gamePos": {
"X": 2,
"Y": 2
}
},
{
"mapPos": {
"X": 3,
"Y": 1
},
"gamePos": {
"X": 3,
"Y": 2
}
},
{
"mapPos": {
"X": 4,
"Y": 1
},
"gamePos": {
"X": 4,
"Y": 2
}
},
{
"mapPos": {
"X": 2,
"Y": 7
},
"gamePos": {
"X": 0,
"Y": 0
}
},
{
"mapPos": {
"X": 2,
"Y": 7
},
"gamePos": {
"X": 1,
"Y": 0
}
},
{
"mapPos": {
"X": 2,
"Y": 7
},
"gamePos": {
"X": 2,
"Y": 0
}
},
{
"mapPos": {
"X": 2,
"Y": 7
},
"gamePos": {
"X": 3,
"Y": 0
}
},
{
"mapPos": {
"X": 2,
"Y": 7
},
"gamePos": {
"X": 4,
"Y": 0
}
},
{
"mapPos": {
"X": 2,
"Y": 7
},
"gamePos": {
"X": 5,
"Y": 0
}
},
{
"mapPos": {
"X": 2,
"Y": 7
},
"gamePos": {
"X": 6,
"Y": 0
}
},
{
"mapPos": {
"X": 2,
"Y": 6
},
"gamePos": {
"X": 0,
"Y": -1
}
},
{
"mapPos": {
"X": 2,
"Y": 6
},
"gamePos": {
"X": 1,
"Y": -1
}
},
{
"mapPos": {
"X": 2,
"Y": 6
},
"gamePos": {
"X": 2,
"Y": -1
}
},
{
"mapPos": {
"X": 2,
"Y": 6
},
"gamePos": {
"X": 3,
"Y": -1
}
},
{
"mapPos": {
"X": 2,
"Y": 6
},
"gamePos": {
"X": 4,
"Y": -1
}
},
{
"mapPos": {
"X": 2,
"Y": 6
},
"gamePos": {
"X": 5,
"Y": -1
}
},
{
"mapPos": {
"X": 2,
"Y": 6
},
"gamePos": {
"X": 6,
"Y": -1
}
},
{
"mapPos": {
"X": 1,
"Y": 2
},
"gamePos": {
"X": 1,
"Y": 1
}
},
{
"mapPos": {
"X": 3,
"Y": 2
},
"gamePos": {
"X": 4,
"Y": 1
}
},
{
"mapPos": {
"X": 4,
"Y": 2
},
"gamePos": {
"X": 5,
"Y": 1
}
}
]
}

140
community/tilemap/main.go Normal file
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@ -0,0 +1,140 @@
package main
import (
"bytes"
"encoding/json"
"image/png"
"io"
"io/ioutil"
"os"
"golang.org/x/image/colornames"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"github.com/salviati/go-tmx/tmx"
)
var clearColor = colornames.Skyblue
var tilemap *tmx.Map
var sprites []*pixel.Sprite
// Tile maps a tilemap coordinate to be drawn at `GamePos`
type Tile struct {
MapPos pixel.Vec `json:"mapPos"`
GamePos pixel.Vec `json:"gamePos"`
}
// Level represents a single game scene composed of tiles
// - Tiles []*tile
type Level struct {
Name string `json:"name"`
Tiles []*Tile `json:"tiles"`
}
func gameloop(win *pixelgl.Window, level *Level) {
tm := tilemap.Tilesets[0]
w := float64(tm.TileWidth)
h := float64(tm.TileHeight)
sprite := loadSprite(tm.Image.Source)
var iX, iY float64
var fX = float64(tm.TileWidth)
var fY = float64(tm.TileHeight)
for !win.Closed() {
win.Clear(clearColor)
for _, coord := range level.Tiles {
iX = coord.MapPos.X * w
fX = iX + w
iY = coord.MapPos.Y * h
fY = iY + h
sprite.Set(sprite.Picture(), pixel.R(iX, iY, fX, fY))
pos := coord.GamePos.ScaledXY(pixel.V(w, h))
sprite.Draw(win, pixel.IM.Moved(pos.Add(pixel.V(0, h))))
}
win.Update()
}
}
func run() {
// Create the window with OpenGL
cfg := pixelgl.WindowConfig{
Title: "Pixel Tilemaps",
Bounds: pixel.R(0, 0, 800, 600),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
panicIfErr(err)
// Initialize art assets (i.e. the tilemap)
tilemap, err = tmx.ReadFile("gameart2d-desert.tmx")
panicIfErr(err)
// Load the level from file
level, err := ParseLevelFile("level.json")
panicIfErr(err)
gameloop(win, level)
}
func loadSprite(path string) *pixel.Sprite {
f, err := os.Open(path)
panicIfErr(err)
img, err := png.Decode(f)
panicIfErr(err)
pd := pixel.PictureDataFromImage(img)
return pixel.NewSprite(pd, pd.Bounds())
}
// ParseLevelFile reads a file from the disk at `path`
// and unmarshals it to a `*Level`
func ParseLevelFile(path string) (*Level, error) {
f, err := os.Open(path)
if err != nil {
return nil, err
}
defer f.Close()
bytes, err := ioutil.ReadAll(f)
if err != nil {
return nil, err
}
var newLevel Level
json.Unmarshal(bytes, &newLevel)
return &newLevel, nil
}
// Save serializes a level to a JSON data file
func (level *Level) Save(path string) error {
f, err := os.Create(path)
if err != nil {
return err
}
defer f.Close()
b, err := json.MarshalIndent(level, "", " ")
if err != nil {
return err
}
r := bytes.NewReader(b)
_, err = io.Copy(f, r)
return err
}
func main() {
pixelgl.Run(run)
}
func panicIfErr(err error) {
if err != nil {
panic(err)
}
}

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