bloatrunner/game/render/level.scm

75 lines
2.1 KiB
Scheme

(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))))
(format #f "tile ~a at ~a ~a~%" (level-tile-index tile) x y)
(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")