bloatrunner/game/render/level.scm

69 lines
2 KiB
Scheme

(define-module (game render level)
#:use-module (game model level)
#:use-module (game util assets)
#: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 sprite-batch #f)
;; load the tile texture and split it into a tile atlas
(define (render-level-load)
(set! sprite-batch (make-sprite-batch tile-texture #:capacity 1200))
)
;; 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) 3800) ;; render empty tile for goal location
((hero) 3800) ;; render empty tile for hero start location
((other) 3800) ;; render empty tile for enemy start location
((key) 3800)
;; 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*
((position (vec2 (* 16 column) (* 16 row)))
(tile (level-tile-at level position))
(texture-region (texture-atlas-ref tile-atlas (level-tile-index tile))))
(sprite-batch-add! sprite-batch position
#: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")