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package main
import (
"fmt"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Tile struct {
*ebiten.Image
Size Vec
Position Vec
}
func NewTile(size Vec, position Vec, color color.Color) Tile {
image := ebiten.NewImage(int(size.X), int(size.Y))
image.Fill(color)
return Tile{Size: size, Position: position, Image: image}
}
var soilColor = color.RGBA{0x60, 0x40, 0x20, 0xff}
var soil = NewTile(Vec{X: 280, Y: 200}, Vec{X: 20, Y: 20}, soilColor)
func GetDrawImageOptions(size Vec, position Vec) *ebiten.DrawImageOptions {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(position.X-size.X/2, position.Y-size.Y/2)
return op
}
type Game struct {
Persons []*Person
}
func (g *Game) Update() error {
if inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft) {
x, y := ebiten.CursorPosition()
tileClick := Vec{X: float64(x) - soil.Position.X, Y: float64(y) - soil.Position.Y}
fmt.Println("Click: ", tileClick)
for _, p := range g.Persons {
p.IsSelected = false
fmt.Println("Person: ", p.Position)
if p.Bounds().Contains(tileClick) {
fmt.Println("Person selected")
p.IsSelected = true
}
}
}
return nil
}
var shallowWaterColor = color.RGBA{0x80, 0xa0, 0xc0, 0xff}
func (g *Game) Draw(screen *ebiten.Image) {
screen.Fill(shallowWaterColor)
soil.Fill(soilColor)
for _, p := range g.Persons {
bounds := p.Image().Bounds()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(p.Position.X-float64(bounds.Dx())/2, p.Position.Y-float64(bounds.Dy())/2)
soil.DrawImage(p.Image(), op)
}
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(soil.Position.X, soil.Position.Y)
screen.DrawImage(soil.Image, op)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return 320, 240
}
func main() {
ebiten.SetWindowSize(1280, 960)
ebiten.SetWindowTitle("Age of Empire")
game := &Game{}
mainPerson := NewPerson(Vec{float64(soil.Image.Bounds().Dx()) / 2, float64(soil.Image.Bounds().Dy()) / 2})
game.Persons = append(game.Persons, &mainPerson)
if err := ebiten.RunGame(game); err != nil {
panic(err)
}
}
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