diff --git a/community/tilemap/.gitignore b/community/tilemap/.gitignore new file mode 100644 index 0000000..912305e --- /dev/null +++ b/community/tilemap/.gitignore @@ -0,0 +1 @@ +tilemap diff --git a/community/tilemap/README.md b/community/tilemap/README.md new file mode 100644 index 0000000..766dd7b --- /dev/null +++ b/community/tilemap/README.md @@ -0,0 +1,11 @@ +# 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) diff --git a/community/tilemap/gameart2d-desert.png b/community/tilemap/gameart2d-desert.png new file mode 100644 index 0000000..89170fd Binary files /dev/null and b/community/tilemap/gameart2d-desert.png differ diff --git a/community/tilemap/gameart2d-desert.tmx b/community/tilemap/gameart2d-desert.tmx new file mode 100644 index 0000000..3102285 --- /dev/null +++ b/community/tilemap/gameart2d-desert.tmx @@ -0,0 +1,60 @@ + + + + + + + + + + + + + + + + + +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,23,25,25,36,37,36,23,23,37,25,23,25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 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sprites[tileset.Image.Source] = loadSprite(tileset.Image.Source) + } + } + + var ( + camPos = pixel.ZV + camSpeed = 1000.0 + camZoom = 0.2 + camZoomSpeed = 1.2 + ) + + last := time.Now() + for !win.Closed() { + dt := time.Since(last).Seconds() + last = time.Now() + + // Camera movement + cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos)) + win.SetMatrix(cam) + if win.Pressed(pixelgl.KeyLeft) { + camPos.X -= camSpeed * dt + } + if win.Pressed(pixelgl.KeyRight) { + camPos.X += camSpeed * dt + } + if win.Pressed(pixelgl.KeyDown) { + camPos.Y -= camSpeed * dt + } + if win.Pressed(pixelgl.KeyUp) { + camPos.Y += camSpeed * dt + } + camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y) + + win.Clear(clearColor) + + // Draw tiles + for _, layer := range tilemap.Layers { + for tileIndex, tile := range layer.DecodedTiles { + ts := layer.Tileset + tID := int(tile.ID) + + if tID == 0 { + // Tile ID 0 means blank, skip it. + continue + } + + // Calculate the framing for the tile within its tileset's source image + numRows := ts.Tilecount / ts.Columns + x, y := tileIDToCoord(tID, ts.Columns, numRows) + gamePos := indexToGamePos(tileIndex, tilemap.Width, tilemap.Height) + + iX := float64(x) * float64(ts.TileWidth) + fX := iX + float64(ts.TileWidth) + iY := float64(y) * float64(ts.TileHeight) + fY := iY + float64(ts.TileHeight) + + sprite := sprites[ts.Image.Source] + sprite.Set(sprite.Picture(), pixel.R(iX, iY, fX, fY)) + pos := gamePos.ScaledXY(pixel.V(float64(ts.TileWidth), float64(ts.TileHeight))) + sprite.Draw(win, pixel.IM.Moved(pos)) + } + } + + win.Update() + } +} + +func tileIDToCoord(tID int, numColumns int, numRows int) (x int, y int) { + x = tID % numColumns + y = numRows - (tID / numColumns) - 1 + return +} + +func indexToGamePos(idx int, width int, height int) pixel.Vec { + gamePos := pixel.V( + float64(idx%width)-1, + float64(height)-float64(idx/width), + ) + return gamePos +} + +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) + + fmt.Println("use WASD to move camera around") + gameloop(win, tilemap) +} + +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()) +} + +func main() { + pixelgl.Run(run) +} + +func panicIfErr(err error) { + if err != nil { + panic(err) + } +} diff --git a/community/tilemap/screenshot.png b/community/tilemap/screenshot.png new file mode 100644 index 0000000..afbd7f3 Binary files /dev/null and b/community/tilemap/screenshot.png differ