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Move tile drawing into game renderer

This commit is contained in:
Henrik Hautakoski 2026-06-06 11:28:47 +02:00
parent 8a33bb68aa
commit b61b01a4aa
2 changed files with 10 additions and 10 deletions

View file

@ -1,7 +1,6 @@
package renderer
import (
"pacman/engine/render"
"pacman/game/world"
)
@ -9,7 +8,7 @@ import (
func DrawMaze(maze *world.Maze, x, y uint8) {
for tile_x := range uint8(world.MAZE_WIDTH) {
for tile_y := range uint8(world.MAZE_HEIGHT) {
render.DrawTile(x+tile_x, y+tile_y, maze.At(tile_x, tile_y))
DrawTile(x+tile_x, y+tile_y, maze.At(tile_x, tile_y))
}
}
}

View file

@ -1,6 +1,7 @@
package render
package renderer
import (
"pacman/engine/render"
"pacman/game/assets"
rl "github.com/gen2brain/raylib-go/raylib"
@ -13,8 +14,8 @@ import (
//
// The appearance of the tile is determined by the provided assets.Tile value.
func DrawTile(x, y uint8, tile assets.Tile) {
px := int32(x) * TileSize
py := int32(y) * TileSize
px := int32(x) * render.TileSize
py := int32(y) * render.TileSize
// For now, just draw simple circles and rectangles.
switch tile {
@ -29,18 +30,18 @@ func DrawTile(x, y uint8, tile assets.Tile) {
case assets.TILE_CLYDE:
drawGhost(px, py, rl.Orange)
case assets.TILE_PELLET:
rl.DrawCircle(px+(TileSize/2), py+(TileSize/2), 1, rl.Beige)
rl.DrawCircle(px+(render.TileSize/2), py+(render.TileSize/2), 1, rl.Beige)
case assets.TILE_POWER_PELLET:
rl.DrawCircle(px+(TileSize/2), py+(TileSize/2), 2, rl.Beige)
rl.DrawCircle(px+(render.TileSize/2), py+(render.TileSize/2), 2, rl.Beige)
case assets.TILE_WALL:
rl.DrawRectangle(px, py, TileSize, TileSize, rl.DarkBlue)
rl.DrawRectangle(px, py, render.TileSize, render.TileSize, rl.DarkBlue)
}
}
func drawGhost(x, y int32, col rl.Color) {
rl.DrawCircle(x+(TileSize/2), y+(TileSize/2), 3, col)
rl.DrawCircle(x+(render.TileSize/2), y+(render.TileSize/2), 3, col)
}
func drawPacman(x, y int32) {
rl.DrawCircle(x+(TileSize/2), y+(TileSize/2), 3, rl.Yellow)
rl.DrawCircle(x+(render.TileSize/2), y+(render.TileSize/2), 3, rl.Yellow)
}