package main import ( "github.com/aquilax/go-perlin" "github.com/veandco/go-sdl2/sdl" "image/color" "time" ) type GameMap struct { tiles [][]uint8 //tile 0 - air //tile 1 - rock //tile 2 - soil 1 //tile 3 - soil 2 //tile 4 - base //tile 5 - world edge (should not be present in the map object) width int32 height int32 } func GetTileColorValue(value uint8) color.Color { switch value { case 0: return color.RGBA{} case 1: return color.RGBA{R: 154, G: 154, B: 154, A: 255} case 2: return color.RGBA{R: 195, G: 121, B: 48, A: 255} case 3: return color.RGBA{R: 186, G: 89, B: 4, A: 255} case 4: return color.RGBA{R: 255, G: 44, B: 255, A: 255} case 5: return color.RGBA{R: 86, G: 86, B: 86, A: 255} default: return color.RGBA{R: 255, G: 255, B: 255, A: 255} } } func (gameMap *GameMap) getTileColor(x int32, y int32) color.Color { if x < 0 || x >= gameMap.width || y < 0 || y >= gameMap.height { return GetTileColorValue(5) } else { tileValue := gameMap.tiles[x][y] return GetTileColorValue(tileValue) } } func (gameMap *GameMap) createGameMap(width int32, height int32) { gameMap.tiles = make([][]uint8, width) perlinNoiseRock := perlin.NewPerlin(2, 2, 4, time.Now().Unix()) perlinNoiseSoil := perlin.NewPerlin(2, 8, 4, time.Now().Unix()) for i := range gameMap.tiles { gameMap.tiles[i] = make([]uint8, height) for j := range gameMap.tiles[i] { perlinRock := perlinNoiseRock.Noise2D(float64(i)/float64(width)*3, float64(j)/float64(height)*3) if perlinRock > 0.2 { gameMap.tiles[i][j] = 1 } else { perlinSoil := perlinNoiseSoil.Noise2D(float64(i)/float64(width)*10, float64(j)/float64(height)*10) if perlinSoil >= 0 { gameMap.tiles[i][j] = 2 } else { gameMap.tiles[i][j] = 3 } } } } gameMap.width = width gameMap.height = height } func (gameMap *GameMap) render(camera *sdl.Rect, surface *sdl.Surface) { fromX := camera.X fromY := camera.Y toX := camera.X + camera.W toY := camera.Y + camera.H for x := fromX; x < toX; x++ { for y := fromY; y < toY; y++ { cameraY := y - camera.Y cameraX := x - camera.X pixelColor := gameMap.getTileColor(x, y) surface.Set(int(cameraX), int(cameraY), pixelColor) } } } func (gameMap *GameMap) checkCollision(posX, posY int32) uint8 { //0 no collision //1 destructible collision //2 rock collision //3 indestructible collision if posX >= gameMap.width || posX < 0 || posY >= gameMap.height || posY < 0 { return 3 } switch gameMap.tiles[posX][posY] { case 0: return 0 case 1: return 2 case 2: return 1 case 3: return 1 case 4: return 3 case 5: return 3 default: return 3 } }