graphics for demo game
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BIN
assets/bg/bedroom.png
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assets/bg/bedroom.png
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After Width: | Height: | Size: 1.2 MiB |
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assets/bg/kitchen.png
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assets/bg/kitchen.png
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After Width: | Height: | Size: 1.4 MiB |
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assets/spr/player.png
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assets/spr/player.png
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After Width: | Height: | Size: 4.0 MiB |
@@ -12,7 +12,7 @@ func defineCat(g *p.Game) {
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Sprite: "spr/cat",
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Speed: 40,
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SpeechColor: color.RGBA{200, 200, 255, 255},
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W: 18,
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H: 14,
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W: 34,
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H: 20,
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})
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}
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@@ -12,7 +12,7 @@ func definePlayer(g *p.Game) {
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Sprite: "spr/player",
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Speed: 80,
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SpeechColor: color.RGBA{255, 230, 160, 255},
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W: 14,
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H: 28,
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W: 28,
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H: 62,
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})
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}
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@@ -8,7 +8,7 @@ func defineBedroom(g *p.Game) {
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Background: "bg/bedroom",
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Music: "mus/wakeup",
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Actors: []p.SceneActor{
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{CharacterName: "player", At: p.Point{X: 160, Y: 120}},
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{CharacterName: "player", At: p.Point{X: 160, Y: 145}},
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},
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Hotspots: []p.Hotspot{
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{
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@@ -29,7 +29,7 @@ func defineBedroom(g *p.Game) {
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OnTake: p.If(p.Flag(FlagKeyTaken),
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p.Say("player", "Már elvittem."),
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p.Seq(
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p.Walk("player", p.Point{X: 130, Y: 120}),
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p.Walk("player", p.Point{X: 130, Y: 145}),
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p.Give("key"),
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p.SetFlag(FlagKeyTaken),
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p.Say("player", "Pont jól jöhet."),
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@@ -38,7 +38,7 @@ func defineBedroom(g *p.Game) {
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OnUse: p.If(p.Flag(FlagKeyTaken),
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p.Say("player", "Már elvittem a kulcsot."),
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p.Seq(
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p.Walk("player", p.Point{X: 130, Y: 120}),
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p.Walk("player", p.Point{X: 130, Y: 145}),
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p.Give("key"),
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p.SetFlag(FlagKeyTaken),
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p.Say("player", "Megvan a kulcs."),
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@@ -51,7 +51,7 @@ func defineBedroom(g *p.Game) {
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Label: "ajtó",
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OnLook: p.Say("player", "Az ajtó a konyhába vezet."),
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OnUse: p.Seq(
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p.Walk("player", p.Point{X: 260, Y: 130}),
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p.Walk("player", p.Point{X: 260, Y: 145}),
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p.GoTo("kitchen"),
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),
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},
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@@ -8,8 +8,8 @@ func defineKitchen(g *p.Game) {
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Background: "bg/kitchen",
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Music: "mus/calm",
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Actors: []p.SceneActor{
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{CharacterName: "player", At: p.Point{X: 60, Y: 130}},
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{CharacterName: "cat", At: p.Point{X: 210, Y: 132}},
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{CharacterName: "player", At: p.Point{X: 60, Y: 145}},
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{CharacterName: "cat", At: p.Point{X: 215, Y: 142}},
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},
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Hotspots: []p.Hotspot{
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{
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@@ -21,7 +21,7 @@ func defineKitchen(g *p.Game) {
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p.Say("player", "Már nyitva van."),
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p.If(p.HasItem("key"),
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p.Seq(
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p.Walk("player", p.Point{X: 70, Y: 130}),
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p.Walk("player", p.Point{X: 70, Y: 145}),
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p.Say("player", "Klikk."),
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p.SetFlag(FlagCupboardOpen),
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p.Give("beans"),
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@@ -32,7 +32,7 @@ func defineKitchen(g *p.Game) {
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),
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OnUseWith: map[string]p.Action{
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"key": p.Seq(
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p.Walk("player", p.Point{X: 70, Y: 130}),
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p.Walk("player", p.Point{X: 70, Y: 145}),
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p.Say("player", "Klikk."),
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p.SetFlag(FlagCupboardOpen),
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p.Give("beans"),
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@@ -48,7 +48,7 @@ func defineKitchen(g *p.Game) {
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OnTake: p.If(p.Flag(FlagMugTaken),
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p.Say("player", "Tiszta már mind elfogyott."),
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p.Seq(
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p.Walk("player", p.Point{X: 125, Y: 130}),
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p.Walk("player", p.Point{X: 125, Y: 145}),
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p.Give("mug"),
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p.SetFlag(FlagMugTaken),
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p.Say("player", "Egy bögre, kérem."),
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@@ -57,7 +57,7 @@ func defineKitchen(g *p.Game) {
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OnUse: p.If(p.Flag(FlagMugTaken),
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p.Say("player", "Már elvettem egyet."),
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p.Seq(
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p.Walk("player", p.Point{X: 125, Y: 130}),
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p.Walk("player", p.Point{X: 125, Y: 145}),
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p.Give("mug"),
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p.SetFlag(FlagMugTaken),
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p.Say("player", "Egy bögre, kérem."),
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@@ -75,7 +75,7 @@ func defineKitchen(g *p.Game) {
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),
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OnUseWith: map[string]p.Action{
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"beans": p.Seq(
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p.Walk("player", p.Point{X: 180, Y: 130}),
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p.Walk("player", p.Point{X: 180, Y: 145}),
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p.SetFlag(FlagCoffeeHasBeans),
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p.TakeAway("beans"),
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p.Say("player", "Bab a helyén."),
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@@ -83,7 +83,7 @@ func defineKitchen(g *p.Game) {
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p.RunScript("victory")),
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),
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"mug": p.Seq(
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p.Walk("player", p.Point{X: 180, Y: 130}),
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p.Walk("player", p.Point{X: 180, Y: 145}),
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p.SetFlag(FlagCoffeeHasMug),
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p.TakeAway("mug"),
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p.Say("player", "Bögre a helyén."),
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@@ -105,7 +105,7 @@ func defineKitchen(g *p.Game) {
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Label: "ajtó",
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OnLook: p.Say("player", "Vissza a hálóba."),
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OnUse: p.Seq(
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p.Walk("player", p.Point{X: 20, Y: 130}),
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p.Walk("player", p.Point{X: 20, Y: 145}),
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p.GoTo("bedroom"),
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),
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},
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@@ -9,7 +9,7 @@ func defineIntroScript(g *p.Game) {
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p.Wait(0.4),
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p.Say("player", "Brr, hideg van."),
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p.Say("player", "Egy kávé kéne, mielőtt szétszakad a fejem."),
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p.Walk("player", p.Point{X: 160, Y: 130}),
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p.Walk("player", p.Point{X: 200, Y: 145}),
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),
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})
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}
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@@ -18,12 +18,14 @@ type AssetManager = Manager[Asset]
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// the actual *ebiten.Image bytes live, lazily decoded on first access.
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type loadedAssets struct {
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images map[string]*ebiten.Image
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placeholders map[string]bool
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defaultW, defaultH int
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}
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func newLoadedAssets(w, h int) *loadedAssets {
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return &loadedAssets{
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images: make(map[string]*ebiten.Image),
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placeholders: make(map[string]bool),
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defaultW: w,
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defaultH: h,
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}
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@@ -37,16 +39,23 @@ func (la *loadedAssets) image(am *AssetManager, name string) *ebiten.Image {
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if !ok {
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img := placeholderImage(name, la.defaultW, la.defaultH)
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la.images[name] = img
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la.placeholders[name] = true
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return img
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}
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img := loadImageFile(a.Path)
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if img == nil {
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img = placeholderImage(name, la.defaultW, la.defaultH)
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la.placeholders[name] = true
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}
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la.images[name] = img
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return img
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}
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func (la *loadedAssets) isPlaceholder(name string) bool {
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_, _ = la.images[name], la.placeholders[name] // ensure populated via image()
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return la.placeholders[name]
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}
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func loadImageFile(path string) *ebiten.Image {
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f, err := os.Open(path)
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if err != nil {
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@@ -268,12 +268,14 @@ func drawCharacter(dst *ebiten.Image, g *Game, c *runtimeChar) {
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w := c.def.W
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h := c.def.H
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if w == 0 {
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w = 14
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w = 24
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}
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if h == 0 {
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h = 26
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h = 56
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}
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if c.def.Sprite != "" {
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// Try the real sprite first. Only fall through to the stylized
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// placeholder when no actual art is on disk.
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if c.def.Sprite != "" && !g.loaded.isPlaceholder(c.def.Sprite) {
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img := g.loaded.image(g.AssetManager, c.def.Sprite)
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sw, sh := img.Bounds().Dx(), img.Bounds().Dy()
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if sw > 0 && sh > 0 {
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@@ -284,9 +286,84 @@ func drawCharacter(dst *ebiten.Image, g *Game, c *runtimeChar) {
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return
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}
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}
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col := color.RGBA{200, 200, 200, 255}
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if rgba, ok := c.def.SpeechColor.(color.RGBA); ok {
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col = rgba
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// Touch the asset cache so isPlaceholder is populated for later frames.
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if c.def.Sprite != "" {
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_ = g.loaded.image(g.AssetManager, c.def.Sprite)
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}
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x := c.pos.X - w/2
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y := c.pos.Y - h
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bodyCol := color.RGBA{200, 200, 200, 255}
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if rgba, ok := c.def.SpeechColor.(color.RGBA); ok {
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bodyCol = rgba
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}
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if w > h {
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drawQuadrupedPlaceholder(dst, x, y, w, h, bodyCol)
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} else {
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drawHumanoidPlaceholder(dst, x, y, w, h, bodyCol)
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}
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vector.DrawFilledRect(dst, float32(c.pos.X-w/2), float32(c.pos.Y-h), float32(w), float32(h), col, false)
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}
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func drawHumanoidPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.RGBA) {
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pants := color.RGBA{40, 50, 90, 255}
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skin := color.RGBA{245, 200, 155, 255}
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outline := color.RGBA{20, 20, 30, 255}
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headR := h * 0.14
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headCY := y + headR + 1
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// pants / legs — two narrow strips
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pantsTop := y + h*0.62
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pantsH := h - (pantsTop - y) - 1
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legW := w * 0.36
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vector.DrawFilledRect(dst, float32(x+w*0.08), float32(pantsTop), float32(legW), float32(pantsH), pants, false)
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vector.DrawFilledRect(dst, float32(x+w*0.56), float32(pantsTop), float32(legW), float32(pantsH), pants, false)
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// torso — full-width rect, shirt color
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torsoTop := headCY + headR
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torsoH := pantsTop - torsoTop
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vector.DrawFilledRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), body, false)
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vector.StrokeRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), 1, outline, false)
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// head — circle in skin tone
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vector.DrawFilledCircle(dst, float32(x+w/2), float32(headCY), float32(headR), skin, true)
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// feet — short dark blobs at the very bottom
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footH := 2.0
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vector.DrawFilledRect(dst, float32(x+w*0.05), float32(y+h-footH), float32(legW+2), float32(footH), outline, false)
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vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-footH), float32(legW+2), float32(footH), outline, false)
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}
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func drawQuadrupedPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.RGBA) {
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outline := color.RGBA{20, 20, 30, 255}
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dark := color.RGBA{
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R: body.R / 2, G: body.G / 2, B: body.B / 2, A: 255,
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}
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// body
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bodyY := y + h*0.30
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bodyH := h * 0.65
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vector.DrawFilledRect(dst, float32(x), float32(bodyY), float32(w*0.78), float32(bodyH), body, false)
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// head — circle on the right
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headR := h * 0.30
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headCX := x + w - headR
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headCY := y + h*0.50
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vector.DrawFilledCircle(dst, float32(headCX), float32(headCY), float32(headR), body, true)
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// ears — two triangles approximated as small rects
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earW := w * 0.07
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earH := h * 0.30
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vector.DrawFilledRect(dst, float32(headCX-headR*0.7), float32(y), float32(earW), float32(earH), body, false)
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vector.DrawFilledRect(dst, float32(headCX+headR*0.4), float32(y), float32(earW), float32(earH), body, false)
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// eye — dark dot
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vector.DrawFilledCircle(dst, float32(headCX+headR*0.25), float32(headCY-1), 1.2, outline, true)
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// tail — small dark line stub on the left
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vector.DrawFilledRect(dst, float32(x-w*0.04), float32(bodyY+1), float32(w*0.08), 2, dark, false)
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// legs — two short bars at the bottom
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legW := w * 0.07
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vector.DrawFilledRect(dst, float32(x+w*0.10), float32(y+h-3), float32(legW), 3, dark, false)
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vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-3), float32(legW), 3, dark, false)
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}
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