The raycaster and piano examples would be better off in their own repo
This commit is contained in:
parent
8a8e63ba05
commit
cfdebddbdd
@ -1,98 +0,0 @@
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package main
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import "git.tebibyte.media/sashakoshka/tomo"
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import "git.tebibyte.media/sashakoshka/tomo/flow"
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import "git.tebibyte.media/sashakoshka/tomo/elements"
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import _ "git.tebibyte.media/sashakoshka/tomo/backends/all"
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func main () {
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tomo.Run(run)
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}
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func run () {
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window, _ := tomo.NewWindow(tomo.Bounds(0, 0, 192, 192))
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window.SetTitle("adventure")
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container := elements.NewVBox(elements.SpaceBoth)
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window.Adopt(container)
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var world flow.Flow
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world.Transition = container.DisownAll
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world.Stages = map [string] func () {
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"start": func () {
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label := elements.NewLabelWrapped (
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"you are standing next to a river.")
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button0 := elements.NewButton("go in the river")
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button0.OnClick(world.SwitchFunc("wet"))
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button1 := elements.NewButton("walk along the river")
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button1.OnClick(world.SwitchFunc("house"))
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button2 := elements.NewButton("turn around")
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button2.OnClick(world.SwitchFunc("bear"))
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container.AdoptExpand(label)
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container.Adopt(button0, button1, button2)
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button0.Focus()
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},
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"wet": func () {
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label := elements.NewLabelWrapped (
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"you get completely soaked.\n" +
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"you die of hypothermia.")
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button0 := elements.NewButton("try again")
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button0.OnClick(world.SwitchFunc("start"))
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button1 := elements.NewButton("exit")
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button1.OnClick(tomo.Stop)
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container.AdoptExpand(label)
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container.Adopt(button0, button1)
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button0.Focus()
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},
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"house": func () {
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label := elements.NewLabelWrapped (
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"you are standing in front of a delapidated " +
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"house.")
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button1 := elements.NewButton("go inside")
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button1.OnClick(world.SwitchFunc("inside"))
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button0 := elements.NewButton("turn back")
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button0.OnClick(world.SwitchFunc("start"))
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container.AdoptExpand(label)
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container.Adopt(button0, button1)
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button1.Focus()
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},
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"inside": func () {
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label := elements.NewLabelWrapped (
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"you are standing inside of the house.\n" +
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"it is dark, but rays of light stream " +
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"through the window.\n" +
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"there is nothing particularly interesting " +
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"here.")
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button0 := elements.NewButton("go back outside")
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button0.OnClick(world.SwitchFunc("house"))
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container.AdoptExpand(label)
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container.Adopt(button0)
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button0.Focus()
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},
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"bear": func () {
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label := elements.NewLabelWrapped (
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"you come face to face with a bear.\n" +
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"it eats you (it was hungry).")
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button0 := elements.NewButton("try again")
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button0.OnClick(world.SwitchFunc("start"))
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button1 := elements.NewButton("exit")
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button1.OnClick(tomo.Stop)
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container.AdoptExpand(label)
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container.Adopt(button0, button1)
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button0.Focus()
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},
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}
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world.Switch("start")
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window.OnClose(tomo.Stop)
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window.Show()
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}
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@ -1,19 +1,20 @@
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package main
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import "os"
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import "time"
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import "git.tebibyte.media/sashakoshka/tomo"
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import "git.tebibyte.media/sashakoshka/tomo/nasin"
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import "git.tebibyte.media/sashakoshka/tomo/elements"
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import "git.tebibyte.media/sashakoshka/tomo/elements/fun"
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import _ "git.tebibyte.media/sashakoshka/tomo/backends/all"
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func main () {
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tomo.Run(run)
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os.Exit(0)
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nasin.Run(Application { })
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}
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func run () {
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window, _ := tomo.NewWindow(tomo.Bounds(0, 0, 200, 216))
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type Application struct { }
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func (Application) Init () error {
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window, err := nasin.NewWindow(tomo.Bounds(0, 0, 200, 216))
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if err != nil { return err }
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window.SetTitle("Clock")
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window.SetApplicationName("TomoClock")
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container := elements.NewVBox(elements.SpaceBoth)
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@ -24,9 +25,10 @@ func run () {
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container.AdoptExpand(clock)
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container.Adopt(label)
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window.OnClose(tomo.Stop)
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window.OnClose(nasin.Stop)
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window.Show()
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go tick(label, clock)
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return nil
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}
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func formatTime () (timeString string) {
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@ -35,7 +37,7 @@ func formatTime () (timeString string) {
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func tick (label *elements.Label, clock *fun.AnalogClock) {
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for {
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tomo.Do (func () {
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nasin.Do (func () {
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label.SetText(formatTime())
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clock.SetTime(time.Now())
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})
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@ -1,9 +1,9 @@
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package main
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import "git.tebibyte.media/sashakoshka/tomo"
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import "git.tebibyte.media/sashakoshka/tomo/nasin"
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import "git.tebibyte.media/sashakoshka/tomo/popups"
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import "git.tebibyte.media/sashakoshka/tomo/elements"
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import _ "git.tebibyte.media/sashakoshka/tomo/backends/all"
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func main () {
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tomo.Run(run)
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@ -1,331 +0,0 @@
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package main
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import "math"
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import "time"
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import "errors"
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import "github.com/faiface/beep"
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import "github.com/faiface/beep/speaker"
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import "git.tebibyte.media/sashakoshka/tomo"
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import "git.tebibyte.media/sashakoshka/tomo/layouts"
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import "git.tebibyte.media/sashakoshka/tomo/elements"
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import "git.tebibyte.media/sashakoshka/tomo/elements/fun"
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import "git.tebibyte.media/sashakoshka/tomo/elements/fun/music"
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import "git.tebibyte.media/sashakoshka/tomo/elements/containers"
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import _ "git.tebibyte.media/sashakoshka/tomo/backends/all"
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const sampleRate = 44100
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const bufferSize = 256
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var tuning = music.EqualTemparment { A4: 440 }
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var waveform = 0
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var playing = map[music.Note] *toneStreamer { }
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var adsr = ADSR {
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Attack: 5 * time.Millisecond,
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Decay: 400 * time.Millisecond,
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Sustain: 0.7,
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Release: 500 * time.Millisecond,
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}
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var gain = 0.3
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func main () {
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speaker.Init(sampleRate, bufferSize)
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tomo.Run(run)
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}
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func run () {
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window, _ := tomo.NewWindow(tomo.Bounds(0, 0, 0, 0))
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window.SetTitle("Piano")
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container := containers.NewContainer(layouts.Vertical { true, true })
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controlBar := containers.NewContainer(layouts.Horizontal { true, false })
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waveformColumn := containers.NewContainer(layouts.Vertical { true, false })
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waveformList := elements.NewList (
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elements.NewListEntry("Sine", func(){ waveform = 0 }),
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elements.NewListEntry("Triangle", func(){ waveform = 3 }),
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elements.NewListEntry("Square", func(){ waveform = 1 }),
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elements.NewListEntry("Saw", func(){ waveform = 2 }),
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elements.NewListEntry("Supersaw", func(){ waveform = 4 }),
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)
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waveformList.OnNoEntrySelected (func(){waveformList.Select(0)})
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waveformList.Select(0)
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adsrColumn := containers.NewContainer(layouts.Vertical { true, false })
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adsrGroup := containers.NewContainer(layouts.Horizontal { true, false })
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attackSlider := elements.NewLerpSlider(0, 3 * time.Second, adsr.Attack, true)
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decaySlider := elements.NewLerpSlider(0, 3 * time.Second, adsr.Decay, true)
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sustainSlider := elements.NewSlider(adsr.Sustain, true)
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releaseSlider := elements.NewLerpSlider(0, 3 * time.Second, adsr.Release, true)
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gainSlider := elements.NewSlider(math.Sqrt(gain), false)
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attackSlider.OnRelease (func () {
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adsr.Attack = attackSlider.Value()
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})
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decaySlider.OnRelease (func () {
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adsr.Decay = decaySlider.Value()
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})
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sustainSlider.OnRelease (func () {
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adsr.Sustain = sustainSlider.Value()
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})
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releaseSlider.OnRelease (func () {
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adsr.Release = releaseSlider.Value()
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})
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gainSlider.OnRelease (func () {
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gain = math.Pow(gainSlider.Value(), 2)
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})
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patchColumn := containers.NewContainer(layouts.Vertical { true, false })
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patch := func (w int, a, d time.Duration, s float64, r time.Duration) func () {
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return func () {
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waveform = w
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adsr = ADSR {
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a * time.Millisecond,
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d * time.Millisecond,
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s,
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r * time.Millisecond,
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}
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waveformList.Select(w)
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attackSlider .SetValue(adsr.Attack)
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decaySlider .SetValue(adsr.Decay)
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sustainSlider.SetValue(adsr.Sustain)
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releaseSlider.SetValue(adsr.Release)
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}
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}
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patchList := elements.NewList (
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elements.NewListEntry ("Bones", patch (
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0, 0, 100, 0.0, 0)),
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elements.NewListEntry ("Staccato", patch (
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4, 70, 500, 0, 0)),
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elements.NewListEntry ("Sustain", patch (
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4, 70, 200, 0.8, 500)),
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elements.NewListEntry ("Upright", patch (
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1, 0, 500, 0.4, 70)),
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elements.NewListEntry ("Space Pad", patch (
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4, 1500, 0, 1.0, 3000)),
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elements.NewListEntry ("Popcorn", patch (
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2, 0, 40, 0.0, 0)),
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elements.NewListEntry ("Racer", patch (
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3, 70, 0, 0.7, 400)),
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elements.NewListEntry ("Reverse", patch (
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2, 3000, 60, 0, 0)),
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)
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patchList.Collapse(0, 32)
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patchScrollBox := containers.NewScrollContainer(false, true)
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piano := fun.NewPiano(2, 5)
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piano.OnPress(playNote)
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piano.OnRelease(stopNote)
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// honestly, if you were doing something like this for real, i'd
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// encourage you to build a custom layout because this is a bit cursed.
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// i need to add more layouts...
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window.Adopt(container)
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controlBar.Adopt(patchColumn, true)
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patchColumn.Adopt(elements.NewLabel("Presets", false), false)
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patchColumn.Adopt(patchScrollBox, true)
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patchScrollBox.Adopt(patchList)
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controlBar.Adopt(elements.NewSpacer(true), false)
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controlBar.Adopt(waveformColumn, false)
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waveformColumn.Adopt(elements.NewLabel("Waveform", false), false)
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waveformColumn.Adopt(waveformList, true)
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controlBar.Adopt(elements.NewSpacer(true), false)
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adsrColumn.Adopt(elements.NewLabel("ADSR", false), false)
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adsrGroup.Adopt(attackSlider, false)
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adsrGroup.Adopt(decaySlider, false)
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adsrGroup.Adopt(sustainSlider, false)
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adsrGroup.Adopt(releaseSlider, false)
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adsrColumn.Adopt(adsrGroup, true)
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adsrColumn.Adopt(gainSlider, false)
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controlBar.Adopt(adsrColumn, false)
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container.Adopt(controlBar, true)
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container.Adopt(piano, false)
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piano.Focus()
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window.OnClose(tomo.Stop)
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window.Show()
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}
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type Patch struct {
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ADSR
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Waveform int
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}
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func stopNote (note music.Note) {
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if _, is := playing[note]; !is { return }
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speaker.Lock()
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playing[note].Release()
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delete(playing, note)
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speaker.Unlock()
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}
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func playNote (note music.Note) {
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streamer, _ := Tone (
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sampleRate,
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int(tuning.Tune(note)),
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waveform,
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gain,
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adsr)
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stopNote(note)
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speaker.Lock()
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playing[note] = streamer
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speaker.Unlock()
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speaker.Play(playing[note])
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}
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// https://github.com/faiface/beep/blob/v1.1.0/generators/toner.go
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// Adapted to be a bit more versatile.
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type toneStreamer struct {
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position float64
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cycles uint64
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delta float64
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waveform int
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gain float64
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adsr ADSR
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released bool
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complete bool
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adsrPhase int
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adsrPosition float64
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adsrDeltas [4]float64
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}
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type ADSR struct {
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Attack time.Duration
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Decay time.Duration
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Sustain float64
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Release time.Duration
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}
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func Tone (
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sampleRate beep.SampleRate,
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frequency int,
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waveform int,
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gain float64,
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adsr ADSR,
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) (
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*toneStreamer,
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error,
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) {
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if int(sampleRate) / frequency < 2 {
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return nil, errors.New (
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"tone generator: samplerate must be at least " +
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"2 times greater then frequency")
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}
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tone := new(toneStreamer)
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tone.waveform = waveform
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tone.position = 0.0
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steps := float64(sampleRate) / float64(frequency)
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tone.delta = 1.0 / steps
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tone.gain = gain
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if adsr.Attack < time.Millisecond { adsr.Attack = time.Millisecond }
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if adsr.Decay < time.Millisecond { adsr.Decay = time.Millisecond }
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if adsr.Release < time.Millisecond { adsr.Release = time.Millisecond }
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tone.adsr = adsr
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attackSteps := adsr.Attack.Seconds() * float64(sampleRate)
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decaySteps := adsr.Decay.Seconds() * float64(sampleRate)
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releaseSteps := adsr.Release.Seconds() * float64(sampleRate)
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tone.adsrDeltas[0] = 1 / attackSteps
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tone.adsrDeltas[1] = 1 / decaySteps
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tone.adsrDeltas[2] = 0
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tone.adsrDeltas[3] = 1 / releaseSteps
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return tone, nil
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}
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func (tone *toneStreamer) nextSample () (sample float64) {
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switch tone.waveform {
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case 0:
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sample = math.Sin(tone.position * 2.0 * math.Pi)
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case 1:
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if tone.position > 0.5 {
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sample = 1
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} else {
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sample = -1
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}
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case 2:
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sample = (tone.position - 0.5) * 2
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case 3:
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sample = 1 - math.Abs(tone.position - 0.5) * 4
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case 4:
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unison := 5
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detuneDelta := 0.00005
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detune := 0.0 - (float64(unison) / 2) * detuneDelta
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for i := 0; i < unison; i ++ {
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_, offset := math.Modf(detune * float64(tone.cycles) + tone.position)
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sample += (offset - 0.5) * 2
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detune += detuneDelta
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}
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sample /= float64(unison)
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}
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adsrGain := 0.0
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switch tone.adsrPhase {
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case 0: adsrGain = tone.adsrPosition
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if tone.adsrPosition > 1 {
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tone.adsrPosition = 0
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tone.adsrPhase = 1
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}
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case 1: adsrGain = 1 + tone.adsrPosition * (tone.adsr.Sustain - 1)
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if tone.adsrPosition > 1 {
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tone.adsrPosition = 0
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tone.adsrPhase = 2
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}
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case 2: adsrGain = tone.adsr.Sustain
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if tone.released {
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tone.adsrPhase = 3
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}
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case 3: adsrGain = (1 - tone.adsrPosition) * tone.adsr.Sustain
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if tone.adsrPosition > 1 {
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tone.adsrPosition = 0
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tone.complete = true
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}
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}
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sample *= adsrGain * adsrGain
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tone.adsrPosition += tone.adsrDeltas[tone.adsrPhase]
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_, tone.position = math.Modf(tone.position + tone.delta)
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tone.cycles ++
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return
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}
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func (tone *toneStreamer) Stream (buf [][2]float64) (int, bool) {
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if tone.complete {
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return 0, false
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}
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for i := 0; i < len(buf); i++ {
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sample := 0.0
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if !tone.complete {
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sample = tone.nextSample() * tone.gain
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}
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buf[i] = [2]float64{sample, sample}
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}
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return len(buf), true
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}
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||||
|
||||
func (tone *toneStreamer) Err () error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (tone *toneStreamer) Release () {
|
||||
tone.released = true
|
||||
}
|
Binary file not shown.
@ -1,124 +0,0 @@
|
||||
package main
|
||||
|
||||
import "time"
|
||||
import "git.tebibyte.media/sashakoshka/tomo"
|
||||
|
||||
type Game struct {
|
||||
*Raycaster
|
||||
running bool
|
||||
tickChan <- chan time.Time
|
||||
stopChan chan bool
|
||||
|
||||
stamina float64
|
||||
health float64
|
||||
|
||||
controlState ControlState
|
||||
onStatUpdate func ()
|
||||
}
|
||||
|
||||
func NewGame (world World, textures Textures) (game *Game) {
|
||||
game = &Game {
|
||||
Raycaster: NewRaycaster(world, textures),
|
||||
stopChan: make(chan bool),
|
||||
}
|
||||
game.Raycaster.OnControlStateChange (func (state ControlState) {
|
||||
game.controlState = state
|
||||
})
|
||||
game.stamina = 0.5
|
||||
game.health = 1
|
||||
return
|
||||
}
|
||||
|
||||
func (game *Game) Start () {
|
||||
if game.running == true { return }
|
||||
game.running = true
|
||||
go game.run()
|
||||
}
|
||||
|
||||
func (game *Game) Stop () {
|
||||
select {
|
||||
case game.stopChan <- true:
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
func (game *Game) Stamina () float64 {
|
||||
return game.stamina
|
||||
}
|
||||
|
||||
func (game *Game) Health () float64 {
|
||||
return game.health
|
||||
}
|
||||
|
||||
func (game *Game) OnStatUpdate (callback func ()) {
|
||||
game.onStatUpdate = callback
|
||||
}
|
||||
|
||||
func (game *Game) tick () {
|
||||
moved := false
|
||||
statUpdate := false
|
||||
|
||||
speed := 0.07
|
||||
if game.controlState.Sprint {
|
||||
speed = 0.16
|
||||
}
|
||||
if game.stamina <= 0 {
|
||||
speed = 0
|
||||
}
|
||||
|
||||
if game.controlState.WalkForward {
|
||||
game.Walk(speed)
|
||||
moved = true
|
||||
}
|
||||
if game.controlState.WalkBackward {
|
||||
game.Walk(-speed)
|
||||
moved = true
|
||||
}
|
||||
if game.controlState.StrafeLeft {
|
||||
game.Strafe(-speed)
|
||||
moved = true
|
||||
}
|
||||
if game.controlState.StrafeRight {
|
||||
game.Strafe(speed)
|
||||
moved = true
|
||||
}
|
||||
if game.controlState.LookLeft {
|
||||
game.Rotate(-0.1)
|
||||
}
|
||||
if game.controlState.LookRight {
|
||||
game.Rotate(0.1)
|
||||
}
|
||||
|
||||
if moved {
|
||||
game.stamina -= speed / 50
|
||||
statUpdate = true
|
||||
} else if game.stamina < 1 {
|
||||
game.stamina += 0.005
|
||||
statUpdate = true
|
||||
}
|
||||
|
||||
if game.stamina > 1 {
|
||||
game.stamina = 1
|
||||
}
|
||||
if game.stamina < 0 {
|
||||
game.stamina = 0
|
||||
}
|
||||
|
||||
tomo.Do(game.Invalidate)
|
||||
if statUpdate && game.onStatUpdate != nil {
|
||||
tomo.Do(game.onStatUpdate)
|
||||
}
|
||||
}
|
||||
|
||||
func (game *Game) run () {
|
||||
ticker := time.NewTicker(time.Second / 30)
|
||||
game.tickChan = ticker.C
|
||||
for game.running {
|
||||
select {
|
||||
case <- game.tickChan:
|
||||
game.tick()
|
||||
case <- game.stopChan:
|
||||
ticker.Stop()
|
||||
}
|
||||
}
|
||||
}
|
@ -1,78 +0,0 @@
|
||||
package main
|
||||
|
||||
import "bytes"
|
||||
import _ "embed"
|
||||
import _ "image/png"
|
||||
import "git.tebibyte.media/sashakoshka/tomo"
|
||||
import "git.tebibyte.media/sashakoshka/tomo/popups"
|
||||
import "git.tebibyte.media/sashakoshka/tomo/elements"
|
||||
import _ "git.tebibyte.media/sashakoshka/tomo/backends/all"
|
||||
|
||||
//go:embed wall.png
|
||||
var wallTextureBytes []uint8
|
||||
|
||||
func main () {
|
||||
tomo.Run(run)
|
||||
}
|
||||
|
||||
// FIXME this entire example seems to be broken
|
||||
|
||||
func run () {
|
||||
window, _ := tomo.NewWindow(tomo.Bounds(0, 0, 640, 480))
|
||||
window.SetTitle("Raycaster")
|
||||
|
||||
container := elements.NewVBox(elements.SpaceNone)
|
||||
window.Adopt(container)
|
||||
|
||||
wallTexture, _ := TextureFrom(bytes.NewReader(wallTextureBytes))
|
||||
|
||||
game := NewGame (World {
|
||||
Data: []int {
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,1,1,1,1,1,1,1,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,1,1,1,0,1,
|
||||
1,0,0,0,0,0,0,0,1,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,1,0,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,1,1,0,1,1,
|
||||
1,0,0,1,0,0,0,0,0,0,0,0,1,
|
||||
1,0,1,1,1,0,0,0,0,0,0,0,1,
|
||||
1,0,0,1,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,0,0,0,0,0,0,0,1,
|
||||
1,0,0,0,0,1,0,0,0,0,0,0,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
},
|
||||
Stride: 13,
|
||||
}, Textures {
|
||||
wallTexture,
|
||||
})
|
||||
|
||||
topBar := elements.NewHBox(elements.SpaceBoth)
|
||||
staminaBar := elements.NewProgressBar(game.Stamina())
|
||||
healthBar := elements.NewProgressBar(game.Health())
|
||||
|
||||
topBar.Adopt(elements.NewLabel("Stamina:"))
|
||||
topBar.AdoptExpand(staminaBar)
|
||||
topBar.Adopt(elements.NewLabel("Health:"))
|
||||
topBar.AdoptExpand(healthBar)
|
||||
container.Adopt(topBar)
|
||||
container.AdoptExpand(game.Raycaster)
|
||||
game.Focus()
|
||||
|
||||
game.OnStatUpdate (func () {
|
||||
staminaBar.SetProgress(game.Stamina())
|
||||
})
|
||||
game.Start()
|
||||
|
||||
window.OnClose(tomo.Stop)
|
||||
window.Show()
|
||||
|
||||
popups.NewDialog (
|
||||
popups.DialogKindInfo,
|
||||
window,
|
||||
"Welcome to the backrooms",
|
||||
"You've no-clipped into the backrooms!\n" +
|
||||
"Move with WASD, and look with the arrow keys.\n" +
|
||||
"Keep an eye on your health and stamina.")
|
||||
}
|
@ -1,193 +0,0 @@
|
||||
package main
|
||||
|
||||
import "math"
|
||||
import "image"
|
||||
|
||||
type World struct {
|
||||
Data []int
|
||||
Stride int
|
||||
}
|
||||
|
||||
func (world World) At (position image.Point) int {
|
||||
if position.X < 0 { return 0 }
|
||||
if position.Y < 0 { return 0 }
|
||||
if position.X >= world.Stride { return 0 }
|
||||
index := position.X + position.Y * world.Stride
|
||||
if index >= len(world.Data) { return 0 }
|
||||
return world.Data[index]
|
||||
}
|
||||
|
||||
type Vector struct {
|
||||
X, Y float64
|
||||
}
|
||||
|
||||
func (vector Vector) Point () (image.Point) {
|
||||
return image.Pt(int(vector.X), int(vector.Y))
|
||||
}
|
||||
|
||||
func (vector Vector) Add (other Vector) Vector {
|
||||
return Vector {
|
||||
vector.X + other.X,
|
||||
vector.Y + other.Y,
|
||||
}
|
||||
}
|
||||
|
||||
func (vector Vector) Sub (other Vector) Vector {
|
||||
return Vector {
|
||||
vector.X - other.X,
|
||||
vector.Y - other.Y,
|
||||
}
|
||||
}
|
||||
|
||||
func (vector Vector) Mul (by float64) Vector {
|
||||
return Vector {
|
||||
vector.X * by,
|
||||
vector.Y * by,
|
||||
}
|
||||
}
|
||||
|
||||
func (vector Vector) Hypot () float64 {
|
||||
return math.Hypot(vector.X, vector.Y)
|
||||
}
|
||||
|
||||
type Camera struct {
|
||||
Vector
|
||||
Angle float64
|
||||
Fov float64
|
||||
}
|
||||
|
||||
func (camera *Camera) Rotate (by float64) {
|
||||
camera.Angle += by
|
||||
if camera.Angle < 0 { camera.Angle += math.Pi * 2 }
|
||||
if camera.Angle > math.Pi * 2 { camera.Angle = 0 }
|
||||
}
|
||||
|
||||
func (camera *Camera) Walk (by float64) {
|
||||
delta := camera.Delta()
|
||||
camera.X += delta.X * by
|
||||
camera.Y += delta.Y * by
|
||||
}
|
||||
|
||||
func (camera *Camera) Strafe (by float64) {
|
||||
delta := camera.OffsetDelta()
|
||||
camera.X += delta.X * by
|
||||
camera.Y += delta.Y * by
|
||||
}
|
||||
|
||||
func (camera *Camera) Delta () Vector {
|
||||
return Vector {
|
||||
math.Cos(camera.Angle),
|
||||
math.Sin(camera.Angle),
|
||||
}
|
||||
}
|
||||
|
||||
func (camera *Camera) OffsetDelta () Vector {
|
||||
offset := math.Pi / 2
|
||||
return Vector {
|
||||
math.Cos(camera.Angle + offset),
|
||||
math.Sin(camera.Angle + offset),
|
||||
}
|
||||
}
|
||||
|
||||
type Ray struct {
|
||||
Vector
|
||||
Angle float64
|
||||
}
|
||||
|
||||
func (ray *Ray) Cast (
|
||||
world World,
|
||||
max int,
|
||||
) (
|
||||
distance float64,
|
||||
hit Vector,
|
||||
wall int,
|
||||
horizontal bool,
|
||||
) {
|
||||
// return ray.castV(world, max)
|
||||
cellAt := world.At(ray.Point())
|
||||
if cellAt > 0 {
|
||||
return 0, Vector { }, cellAt, false
|
||||
}
|
||||
hDistance, hPos, hWall := ray.castH(world, max)
|
||||
vDistance, vPos, vWall := ray.castV(world, max)
|
||||
if hDistance < vDistance {
|
||||
return hDistance, hPos, hWall, true
|
||||
} else {
|
||||
return vDistance, vPos, vWall, false
|
||||
}
|
||||
}
|
||||
|
||||
func (ray *Ray) castH (world World, max int) (distance float64, hit Vector, wall int) {
|
||||
var position Vector
|
||||
var delta Vector
|
||||
var offset Vector
|
||||
ray.Angle = math.Mod(ray.Angle, math.Pi * 2)
|
||||
if ray.Angle < 0 {
|
||||
ray.Angle += math.Pi * 2
|
||||
}
|
||||
tan := math.Tan(math.Pi - ray.Angle)
|
||||
if ray.Angle > math.Pi {
|
||||
// facing up
|
||||
position.Y = math.Floor(ray.Y)
|
||||
delta.Y = -1
|
||||
offset.Y = -1
|
||||
} else if ray.Angle < math.Pi {
|
||||
// facing down
|
||||
position.Y = math.Floor(ray.Y) + 1
|
||||
delta.Y = 1
|
||||
} else {
|
||||
// facing straight left or right
|
||||
return float64(max), Vector { }, 0
|
||||
}
|
||||
position.X = ray.X + (ray.Y - position.Y) / tan
|
||||
delta.X = -delta.Y / tan
|
||||
|
||||
// cast da ray
|
||||
steps := 0
|
||||
for {
|
||||
cell := world.At(position.Add(offset).Point())
|
||||
if cell > 0 || steps > max { break }
|
||||
position = position.Add(delta)
|
||||
steps ++
|
||||
}
|
||||
|
||||
return position.Sub(ray.Vector).Hypot(),
|
||||
position,
|
||||
world.At(position.Add(offset).Point())
|
||||
}
|
||||
|
||||
func (ray *Ray) castV (world World, max int) (distance float64, hit Vector, wall int) {
|
||||
var position Vector
|
||||
var delta Vector
|
||||
var offset Vector
|
||||
tan := math.Tan(math.Pi - ray.Angle)
|
||||
offsetAngle := math.Mod(ray.Angle + math.Pi / 2, math.Pi * 2)
|
||||
if offsetAngle > math.Pi {
|
||||
// facing left
|
||||
position.X = math.Floor(ray.X)
|
||||
delta.X = -1
|
||||
offset.X = -1
|
||||
} else if offsetAngle < math.Pi {
|
||||
// facing right
|
||||
position.X = math.Floor(ray.X) + 1
|
||||
delta.X = 1
|
||||
} else {
|
||||
// facing straight left or right
|
||||
return float64(max), Vector { }, 0
|
||||
}
|
||||
position.Y = ray.Y + (ray.X - position.X) * tan
|
||||
delta.Y = -delta.X * tan
|
||||
|
||||
// cast da ray
|
||||
steps := 0
|
||||
for {
|
||||
cell := world.At(position.Add(offset).Point())
|
||||
if cell > 0 || steps > max { break }
|
||||
position = position.Add(delta)
|
||||
steps ++
|
||||
}
|
||||
|
||||
return position.Sub(ray.Vector).Hypot(),
|
||||
position,
|
||||
world.At(position.Add(offset).Point())
|
||||
}
|
@ -1,241 +0,0 @@
|
||||
package main
|
||||
|
||||
// import "fmt"
|
||||
import "math"
|
||||
import "image"
|
||||
import "image/color"
|
||||
import "git.tebibyte.media/sashakoshka/tomo"
|
||||
import "git.tebibyte.media/sashakoshka/tomo/input"
|
||||
import "git.tebibyte.media/sashakoshka/tomo/canvas"
|
||||
import "git.tebibyte.media/sashakoshka/tomo/artist"
|
||||
import "git.tebibyte.media/sashakoshka/tomo/artist/shapes"
|
||||
import "git.tebibyte.media/sashakoshka/tomo/default/config"
|
||||
|
||||
type ControlState struct {
|
||||
WalkForward bool
|
||||
WalkBackward bool
|
||||
StrafeLeft bool
|
||||
StrafeRight bool
|
||||
LookLeft bool
|
||||
LookRight bool
|
||||
Sprint bool
|
||||
}
|
||||
|
||||
type Raycaster struct {
|
||||
entity tomo.FocusableEntity
|
||||
|
||||
config config.Wrapped
|
||||
|
||||
Camera
|
||||
controlState ControlState
|
||||
world World
|
||||
textures Textures
|
||||
onControlStateChange func (ControlState)
|
||||
renderDistance int
|
||||
}
|
||||
|
||||
func NewRaycaster (world World, textures Textures) (element *Raycaster) {
|
||||
element = &Raycaster {
|
||||
Camera: Camera {
|
||||
Vector: Vector {
|
||||
X: 1,
|
||||
Y: 1,
|
||||
},
|
||||
Angle: math.Pi / 3,
|
||||
Fov: 1,
|
||||
},
|
||||
world: world,
|
||||
textures: textures,
|
||||
renderDistance: 8,
|
||||
}
|
||||
element.entity = tomo.NewEntity(element).(tomo.FocusableEntity)
|
||||
element.entity.SetMinimumSize(64, 64)
|
||||
return
|
||||
}
|
||||
|
||||
func (element *Raycaster) Entity () tomo.Entity {
|
||||
return element.entity
|
||||
}
|
||||
|
||||
func (element *Raycaster) Draw (destination canvas.Canvas) {
|
||||
bounds := element.entity.Bounds()
|
||||
// artist.FillRectangle(element.core, artist.Uhex(0x000000FF), bounds)
|
||||
width := bounds.Dx()
|
||||
height := bounds.Dy()
|
||||
halfway := bounds.Max.Y - height / 2
|
||||
|
||||
ray := Ray { Angle: element.Camera.Angle - element.Camera.Fov / 2 }
|
||||
|
||||
for x := 0; x < width; x ++ {
|
||||
ray.X = element.Camera.X
|
||||
ray.Y = element.Camera.Y
|
||||
|
||||
distance, hitPoint, wall, horizontal := ray.Cast (
|
||||
element.world, element.renderDistance)
|
||||
distance *= math.Cos(ray.Angle - element.Camera.Angle)
|
||||
textureX := math.Mod(hitPoint.X + hitPoint.Y, 1)
|
||||
if textureX < 0 { textureX += 1 }
|
||||
|
||||
wallHeight := height
|
||||
if distance > 0 {
|
||||
wallHeight = int((float64(height) / 2.0) / float64(distance))
|
||||
}
|
||||
|
||||
shade := 1.0
|
||||
if horizontal {
|
||||
shade *= 0.8
|
||||
}
|
||||
shade *= 1 - distance / float64(element.renderDistance)
|
||||
if shade < 0 { shade = 0 }
|
||||
|
||||
ceilingColor := color.RGBA { 0x00, 0x00, 0x00, 0xFF }
|
||||
floorColor := color.RGBA { 0x39, 0x49, 0x25, 0xFF }
|
||||
|
||||
// draw
|
||||
data, stride := destination.Buffer()
|
||||
wallStart := halfway - wallHeight
|
||||
wallEnd := halfway + wallHeight
|
||||
|
||||
for y := bounds.Min.Y; y < bounds.Max.Y; y ++ {
|
||||
switch {
|
||||
case y < wallStart:
|
||||
data[y * stride + x + bounds.Min.X] = ceilingColor
|
||||
|
||||
case y < wallEnd:
|
||||
textureY :=
|
||||
float64(y - halfway) /
|
||||
float64(wallEnd - wallStart) + 0.5
|
||||
// fmt.Println(textureY)
|
||||
|
||||
wallColor := element.textures.At (wall, Vector {
|
||||
textureX,
|
||||
textureY,
|
||||
})
|
||||
wallColor = shadeColor(wallColor, shade)
|
||||
data[y * stride + x + bounds.Min.X] = wallColor
|
||||
|
||||
default:
|
||||
data[y * stride + x + bounds.Min.X] = floorColor
|
||||
}
|
||||
}
|
||||
|
||||
// increment angle
|
||||
ray.Angle += element.Camera.Fov / float64(width)
|
||||
}
|
||||
|
||||
// element.drawMinimap()
|
||||
}
|
||||
|
||||
func (element *Raycaster) Invalidate () {
|
||||
element.entity.Invalidate()
|
||||
}
|
||||
|
||||
func (element *Raycaster) OnControlStateChange (callback func (ControlState)) {
|
||||
element.onControlStateChange = callback
|
||||
}
|
||||
|
||||
func (element *Raycaster) Focus () {
|
||||
element.entity.Focus()
|
||||
}
|
||||
|
||||
func (element *Raycaster) SetEnabled (bool) { }
|
||||
|
||||
func (element *Raycaster) Enabled () bool { return true }
|
||||
|
||||
func (element *Raycaster) HandleFocusChange () { }
|
||||
|
||||
func (element *Raycaster) HandleMouseDown (x, y int, button input.Button) {
|
||||
element.entity.Focus()
|
||||
}
|
||||
|
||||
func (element *Raycaster) HandleMouseUp (x, y int, button input.Button) { }
|
||||
|
||||
func (element *Raycaster) HandleKeyDown (key input.Key, modifiers input.Modifiers) {
|
||||
switch key {
|
||||
case input.KeyLeft: element.controlState.LookLeft = true
|
||||
case input.KeyRight: element.controlState.LookRight = true
|
||||
case 'a', 'A': element.controlState.StrafeLeft = true
|
||||
case 'd', 'D': element.controlState.StrafeRight = true
|
||||
case 'w', 'W': element.controlState.WalkForward = true
|
||||
case 's', 'S': element.controlState.WalkBackward = true
|
||||
case input.KeyLeftControl: element.controlState.Sprint = true
|
||||
default: return
|
||||
}
|
||||
|
||||
if element.onControlStateChange != nil {
|
||||
element.onControlStateChange(element.controlState)
|
||||
}
|
||||
}
|
||||
|
||||
func (element *Raycaster) HandleKeyUp(key input.Key, modifiers input.Modifiers) {
|
||||
switch key {
|
||||
case input.KeyLeft: element.controlState.LookLeft = false
|
||||
case input.KeyRight: element.controlState.LookRight = false
|
||||
case 'a', 'A': element.controlState.StrafeLeft = false
|
||||
case 'd', 'D': element.controlState.StrafeRight = false
|
||||
case 'w', 'W': element.controlState.WalkForward = false
|
||||
case 's', 'S': element.controlState.WalkBackward = false
|
||||
case input.KeyLeftControl: element.controlState.Sprint = false
|
||||
default: return
|
||||
}
|
||||
|
||||
if element.onControlStateChange != nil {
|
||||
element.onControlStateChange(element.controlState)
|
||||
}
|
||||
}
|
||||
|
||||
func shadeColor (c color.RGBA, brightness float64) color.RGBA {
|
||||
return color.RGBA {
|
||||
uint8(float64(c.R) * brightness),
|
||||
uint8(float64(c.G) * brightness),
|
||||
uint8(float64(c.B) * brightness),
|
||||
c.A,
|
||||
}
|
||||
}
|
||||
|
||||
func (element *Raycaster) drawMinimap (destination canvas.Canvas) {
|
||||
bounds := element.entity.Bounds()
|
||||
scale := 8
|
||||
for y := 0; y < len(element.world.Data) / element.world.Stride; y ++ {
|
||||
for x := 0; x < element.world.Stride; x ++ {
|
||||
cellPt := image.Pt(x, y)
|
||||
cell := element.world.At(cellPt)
|
||||
cellBounds :=
|
||||
image.Rectangle {
|
||||
cellPt.Mul(scale),
|
||||
cellPt.Add(image.Pt(1, 1)).Mul(scale),
|
||||
}.Add(bounds.Min)
|
||||
cellColor := color.RGBA { 0x22, 0x22, 0x22, 0xFF }
|
||||
if cell > 0 {
|
||||
cellColor = color.RGBA { 0xFF, 0xFF, 0xFF, 0xFF }
|
||||
}
|
||||
shapes.FillColorRectangle (
|
||||
destination,
|
||||
cellColor,
|
||||
cellBounds.Inset(1))
|
||||
}}
|
||||
|
||||
playerPt := element.Camera.Mul(float64(scale)).Point().Add(bounds.Min)
|
||||
playerAnglePt :=
|
||||
element.Camera.Add(element.Camera.Delta()).
|
||||
Mul(float64(scale)).Point().Add(bounds.Min)
|
||||
ray := Ray { Vector: element.Camera.Vector, Angle: element.Camera.Angle }
|
||||
_, hit, _, _ := ray.Cast(element.world, 8)
|
||||
hitPt := hit.Mul(float64(scale)).Point().Add(bounds.Min)
|
||||
|
||||
playerBounds := image.Rectangle { playerPt, playerPt }.Inset(scale / -8)
|
||||
shapes.FillColorEllipse (
|
||||
destination,
|
||||
artist.Hex(0xFFFFFFFF),
|
||||
playerBounds)
|
||||
shapes.ColorLine (
|
||||
destination,
|
||||
artist.Hex(0xFFFFFFFF), 1,
|
||||
playerPt,
|
||||
playerAnglePt)
|
||||
shapes.ColorLine (
|
||||
destination,
|
||||
artist.Hex(0x00FF00FF), 1,
|
||||
playerPt,
|
||||
hitPt)
|
||||
}
|
@ -1,48 +0,0 @@
|
||||
package main
|
||||
|
||||
import "io"
|
||||
import "image"
|
||||
import "image/color"
|
||||
|
||||
type Textures []Texture
|
||||
|
||||
type Texture struct {
|
||||
Data []color.RGBA
|
||||
Stride int
|
||||
}
|
||||
|
||||
func (texture Textures) At (wall int, offset Vector) color.RGBA {
|
||||
wall --
|
||||
if wall < 0 || wall >= len(texture) { return color.RGBA { } }
|
||||
image := texture[wall]
|
||||
|
||||
xOffset := int(offset.X * float64(image.Stride))
|
||||
yOffset := int(offset.Y * float64(len(image.Data) / image.Stride))
|
||||
|
||||
index := xOffset + yOffset * image.Stride
|
||||
if index < 0 { return color.RGBA { } }
|
||||
if index >= len(image.Data) { return color.RGBA { } }
|
||||
return image.Data[index]
|
||||
}
|
||||
|
||||
func TextureFrom (source io.Reader) (texture Texture, err error) {
|
||||
sourceImage, _, err := image.Decode(source)
|
||||
if err != nil { return }
|
||||
bounds := sourceImage.Bounds()
|
||||
texture.Stride = bounds.Dx()
|
||||
texture.Data = make([]color.RGBA, bounds.Dx() * bounds.Dy())
|
||||
|
||||
index := 0
|
||||
for y := bounds.Min.Y; y < bounds.Max.Y; y ++ {
|
||||
for x := bounds.Min.X; x < bounds.Max.X; x ++ {
|
||||
r, g, b, a := sourceImage.At(x, y).RGBA()
|
||||
texture.Data[index] = color.RGBA {
|
||||
R: uint8(r >> 8),
|
||||
G: uint8(g >> 8),
|
||||
B: uint8(b >> 8),
|
||||
A: uint8(a >> 8),
|
||||
}
|
||||
index ++
|
||||
}}
|
||||
return texture, nil
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 1.5 KiB |
@ -37,7 +37,7 @@ func NewDialog (
|
||||
window tomo.Window,
|
||||
) {
|
||||
if parent == nil {
|
||||
window, _ = tomo.NewWindow(image.Rectangle { })
|
||||
window, _ = tomo.GetBackend().NewWindow(image.Rectangle { })
|
||||
} else {
|
||||
window, _ = parent.NewModal(image.Rectangle { })
|
||||
}
|
||||
|
Reference in New Issue
Block a user