Add random colored buildings

This commit is contained in:
Trevor Slocum 2023-07-07 17:55:24 -07:00
parent d910555d36
commit 42704e2423
2 changed files with 206 additions and 43 deletions

28
asset/asset.go Normal file
View file

@ -0,0 +1,28 @@
package asset
import (
"embed"
"image"
_ "image/jpeg"
"github.com/hajimehoshi/ebiten/v2"
)
//go:embed image
var FS embed.FS
func LoadImage(p string) *ebiten.Image {
f, err := FS.Open(p)
if err != nil {
panic(err)
}
defer f.Close()
baseImg, _, err := image.Decode(f)
if err != nil {
panic(err)
}
return ebiten.NewImageFromImage(baseImg)
}

221
main.go
View file

@ -1,10 +1,15 @@
package main
import (
"flag"
"fmt"
"image/color"
"math"
"math/rand"
"os"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
_ "embed"
"github.com/solarlune/tetra3d"
@ -16,6 +21,10 @@ type Game struct {
Width, Height int
Scene *tetra3d.Scene
Camera *tetra3d.Camera
playerModel *tetra3d.Model
debug int
}
func NewGame() *Game {
@ -32,6 +41,7 @@ func NewGame() *Game {
// In this example, we will simply create a cube and place it in the scene.
func (g *Game) Init() {
const mapSize = 128
// Create a new Scene and name it.
g.Scene = tetra3d.NewScene("mainScene")
@ -47,9 +57,16 @@ func (g *Game) Init() {
light.On = true
g.Scene.Root.AddChildren(light)
const (
sideBrightness = 0.8
backBrightness = 0.6
frontBrightness = 1.0
)
{
// Left side
l := tetra3d.NewDirectionalLight("", 1, 1, 1, 0.6)
//l := tetra3d.NewDirectionalLight("", 1, 1, 1, 0.6)
l := tetra3d.NewDirectionalLight("", 1, 1, 1, sideBrightness)
l.Move(0, 14, 0)
l.Rotate(1, 0, 0, -math.Pi/2)
l.Rotate(0, 1, 0, -math.Pi/2)
@ -59,7 +76,7 @@ func (g *Game) Init() {
}
{
// Right side
l := tetra3d.NewDirectionalLight("", 1, 1, 1, 0.6)
l := tetra3d.NewDirectionalLight("", 1, 1, 1, sideBrightness)
l.Move(0, 14, 0)
l.Rotate(1, 0, 0, -math.Pi/2)
l.Rotate(0, 1, 0, math.Pi/2)
@ -69,7 +86,7 @@ func (g *Game) Init() {
}
{
// Back side
l := tetra3d.NewDirectionalLight("", 1, 1, 1, 0.8)
l := tetra3d.NewDirectionalLight("", 1, 1, 1, backBrightness)
l.Move(0, 14, 0)
l.Rotate(1, 0, 0, -math.Pi/2)
l.Rotate(1, 0, 0, -math.Pi/2)
@ -79,7 +96,7 @@ func (g *Game) Init() {
}
{
// Front side
l := tetra3d.NewDirectionalLight("", 1, 1, 1, 0.8)
l := tetra3d.NewDirectionalLight("", 1, 1, 1, frontBrightness)
l.Move(0, 14, 0)
l.Rotate(1, 0, 0, -math.Pi/2)
l.Rotate(1, 0, 0, math.Pi/2)
@ -87,41 +104,155 @@ func (g *Game) Init() {
l.On = true
g.Scene.Root.AddChildren(l)
}
// Front side
/*l = tetra3d.NewDirectionalLight("", 1, 1, 1, 0.5)
l.Move(0, 14, 0)
l.Rotate(1, 0, 0, -math.Pi/2)
l.Rotate(1, 1, 0, math.Pi/2)
//light.Move(0, 1, -2)
l.On = true
g.Scene.Root.AddChildren(l)*/
plane := tetra3d.NewModel(tetra3d.NewPlaneMesh(2, 2), "plane")
plane.Color.Set(40.0/255.0, 40.0/255.0, 40.0/255.0, 1)
plane.Grow(10000, 0, 10000)
//plane.Rotate(0, 0, 1, -math.Pi/2)
g.Scene.Root.AddChildren(plane)
const planeSize = 10000
{
plane := tetra3d.NewModel(tetra3d.NewPlaneMesh(2, 2), "plane")
plane.Color.Set(40.0/255.0, 40.0/255.0, 40.0/255.0, 1)
plane.Grow(planeSize, 0, planeSize)
g.Scene.Root.AddChildren(plane)
}
// Create a cube, set the color, add it to the scene.
buildingSpacing := 12.0
buildingScale := 2.5
buildingSize := 7.0
for x := 0; x < 10; x++ {
for y := 0; y < 10; y++ {
cube := tetra3d.NewModel(tetra3d.NewCubeMesh(), "")
cube.Color.Set(117.0/255.0, 79.0/255.0, 8.0/255.0, 1)
cube.Move(float64(x)*buildingSpacing, 0, float64(y)*buildingSpacing)
cube.Grow(2, 8, 2)
g.Scene.Root.AddChildren(cube)
addPlane := func(x float64, y float64, z float64, colorR float32, colorG float32, colorB float32) *tetra3d.Model {
if colorR == -1 {
for {
colorR, colorG, colorB = float32(rand.Intn(256))/255.0, float32(rand.Intn(256))/255.0, float32(rand.Intn(256))/255.0
if colorR >= 0.5 || colorG >= 0.5 || colorB >= 0.5 {
break
}
}
}
p := tetra3d.NewPlaneMesh(4, 4)
plane := tetra3d.NewModel(p, "")
plane.Color.Set(colorR, colorG, colorB, 1)
plane.Move(x, y, z)
//plane.Move(0, 0, +buildingSize/2)
g.Scene.Root.AddChildren(plane)
return plane
}
addCube := func(x float64, y float64, z float64, colorR float32, colorG float32, colorB float32) {
if colorR == -1 {
colorR, colorG, colorB = float32(rand.Intn(256))/255.0, float32(rand.Intn(256))/255.0, float32(rand.Intn(256))/255.0
}
c := tetra3d.NewCubeMesh()
cube := tetra3d.NewModel(c, "")
cube.Color.Set(colorR, colorG, colorB, 1)
//cube.Color.Set(117.0/255.0, 79.0/255.0, 8.0/255.0, 1)
cube.Move(x, y, z)
cube.Grow(buildingScale, 7, buildingScale)
//cube.SetWorldScale(2, 3.5, 2)
cube.Move(0, 12, 0)
g.Scene.Root.AddChildren(cube)
}
// Add bounding area walls.
for x := 0.0; x < 10; x++ {
{
// Front.
plane := addPlane(x*buildingSize, 0, 0, -1, -1, -1)
plane.Grow(buildingScale*2.4, 0, buildingScale*10)
plane.Move(buildingSize/2, 0, 0)
plane.Rotate(1, 0, 0, math.Pi/2)
}
{
// Back.
//plane := addPlane(x*buildingSize, 0, mapSize*buildingSize, -1, -1, -1)
//plane.Rotate(1, 0, 0, -math.Pi/2)
}
}
for y := 0.0; y < 10; y++ {
{
// Left.
plane := addPlane(0, 0, y*buildingSize, -1, -1, -1)
plane.Grow(buildingScale*10, 0, buildingScale*2.4)
plane.Move(0, 0, buildingSize/2)
plane.Rotate(0, 0, 1, -math.Pi/2)
}
{
// Right.
//plane := addPlane(x*buildingSize, 0, mapSize*buildingSize, -1, -1, -1)
//plane.Rotate(1, 0, 0, -math.Pi/2)
}
}
buildingSpacing := 10.5
_ = buildingSpacing
// Second set.
for y := 0.0; y < 10; y++ {
{
// Left.
}
{
// Right.
plane := addPlane(buildingSize*1, 0, (y+1)*buildingSize, -1, -1, -1)
plane.Grow(buildingScale*10, 0, buildingScale*2.4)
plane.Move(0, 0, buildingSize/2)
plane.Rotate(0, 0, 1, math.Pi/2)
}
}
{
plane := addPlane(buildingSize*1, 0, buildingSize*1, -1, -1, -1)
plane.Grow(buildingScale*2.4, 0, buildingScale*10)
plane.Move(buildingSize/2, 0, 0)
plane.Rotate(1, 0, 0, -math.Pi/2)
}
{
plane := addPlane(buildingSize*2, 0, buildingSize*1, -1, -1, -1)
plane.Grow(buildingScale*2.4, 0, buildingScale*10)
plane.Move(buildingSize/2, 0, 0)
plane.Rotate(1, 0, 0, -math.Pi/2)
}
{
plane := addPlane(buildingSize*3, 0, buildingSize*1, -1, -1, -1)
plane.Grow(buildingScale*2.4, 0, buildingScale*10)
plane.Move(buildingSize/2, 0, 0)
plane.Rotate(1, 0, 0, -math.Pi/2)
}
_ = addCube
/* for y := 0.0; y < 10; y++ {
addCube(buildingSpacing*1, 0, buildingSpacing*1+y*buildingSize, -1, -1, -1)
}
*/
// Add inner-city buildings.
/*for x := 0; x < 10; x++ {
for y := 0; y < 10; y++ {
addCube(float64(x)*buildingSize, 0, float64(y)*buildingSize, -1, -1, -1)
}
}*/
// Garbage truck.
{
mesh := tetra3d.NewCubeMesh()
g.playerModel = tetra3d.NewModel(mesh, "")
g.playerModel.Color = tetra3d.NewColor(0.12, 0.44, 0.24, 1)
g.playerModel.Grow(-0.75, -0.25, -0.3)
g.Scene.Root.AddChildren(g.playerModel)
}
// Create a camera, move it back.
g.Camera = tetra3d.NewCamera(g.Width, g.Height)
g.Camera.Move(0, 14, 0)
g.Camera.Move(0, 12, 0)
g.Camera.Rotate(1, 0, 0, -math.Pi/2)
// Again, we don't need to actually add the camera to the scenegraph, but we'll do it anyway because why not.
g.Scene.Root.AddChildren(g.Camera)
}
@ -136,29 +267,22 @@ func (g *Game) Update() error {
//cube := g.Scene.Root.Get("cube")
//cube.SetLocalRotation(cube.LocalRotation().Rotated(0, 1, 0, 0.05))
moveSize := 0.05
var moving bool
const moveSize = 0.02
moveX, moveY := 0.0, 0.0
if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
g.Camera.Move(-moveSize, 0, 0)
moving = true
moveX -= moveSize
}
if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
g.Camera.Move(moveSize, 0, 0)
moving = true
moveX += moveSize
}
if ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW) {
g.Camera.Move(0, 0, -moveSize)
moving = true
moveY -= moveSize
}
if ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS) {
g.Camera.Move(0, 0, moveSize)
moving = true
moveY += moveSize
}
if moving {
return nil
}
g.playerModel.Move(moveX, 0, moveY)
g.Camera.Move(moveX, 0, moveY)
return nil
}
@ -175,6 +299,13 @@ func (g *Game) Draw(screen *ebiten.Image) {
// Draw the resulting color texture.
screen.DrawImage(g.Camera.ColorTexture(), nil)
if g.debug > 0 {
// Print twice to increase shadow.
for i := 0; i < 2; i++ {
ebitenutil.DebugPrintAt(screen, fmt.Sprintf("FPS %.0f\nTPS %.0f", ebiten.ActualFPS(), ebiten.ActualTPS()), 1, 0)
}
}
}
func (g *Game) Layout(w, h int) (int, int) {
@ -195,6 +326,10 @@ func main() {
ebiten.SetCursorMode(ebiten.CursorModeHidden)
game := NewGame()
flag.IntVar(&game.debug, "debug", 0, "print debug information")
flag.Parse()
if err := ebiten.RunGame(game); err != nil {
panic(err)
}