(define-module (game render level) #:use-module (game model level) #:use-module (srfi srfi-64) #:use-module (chickadee graphics color) #:use-module (chickadee graphics sprite) #:use-module (chickadee graphics texture) #:use-module (chickadee math vector) #:export (render-level-load render-level-draw render-level-set! )) (define tile-texture #f) (define tile-atlas #f) (define tile-index 0) (define tile-map #f) (define sprite-batch #f) ;; load the tile texture and split it into a tile atlas (define (render-level-load) (set! tile-texture (load-image "assets/images/simples_pimples.png" #:transparent-color black)) (set! tile-atlas (split-texture tile-texture 16 16)) (set! sprite-batch (make-sprite-batch tile-texture #:capacity 1000)) ) ;; map tile symbols to tile indices in the tile atlas (define (level-tile-index tile) (case tile ((empty) 3800) ((brick) 3750) ((wall) 3709) ((ladder) 3350) ((goal) 3404) ;; render visual reminder of unknown tile (else 3326))) ;; update the sprite-batch for the passed level (define (render-level-set! level) (sprite-batch-clear! sprite-batch) (for-each (lambda (row) (for-each (lambda (column) (let* ((x (* 16 column)) (y (* 16 row)) (tile (level-tile-at level x y)) (texture-region (texture-atlas-ref tile-atlas (level-tile-index tile)))) (sprite-batch-add! sprite-batch (vec2 x y) #:texture-region texture-region))) (iota (level-width level) 0))) (iota (level-height level) 0))) ;; render the level tiles (define (render-level-draw level) (draw-sprite-batch sprite-batch)) (test-begin "tile translation") (test-equal (level-tile-index 'empty) 3800) (test-equal (level-tile-index 'brick) 3750) (test-equal (level-tile-index 'wall) 3709) (test-equal (level-tile-index 'ladder) 3350) (test-equal (level-tile-index 'goal) 3404) (test-equal (level-tile-index 'unknown) 3326) (test-end "tile translation")