Integrate view-map into ordoor
Now we can view scenario maps from the main game interface. We can't cancel out of a scenario yet, though.
This commit is contained in:
134
internal/scenario/draw.go
Normal file
134
internal/scenario/draw.go
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@@ -0,0 +1,134 @@
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package scenario
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import (
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"image"
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"sort"
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"github.com/hajimehoshi/ebiten"
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)
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func (s *Scenario) Update(screenX, screenY int) error {
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s.tick += 1
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return nil
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}
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func (s *Scenario) Draw(screen *ebiten.Image) error {
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// Bounds clipping
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// http://www.java-gaming.org/index.php?topic=24922.0
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// https://stackoverflow.com/questions/892811/drawing-isometric-game-worlds
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// https://gamedev.stackexchange.com/questions/25896/how-do-i-find-which-isometric-tiles-are-inside-the-cameras-current-view
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sw, sh := screen.Size()
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topLeft := pixToCell(s.Viewpoint)
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topLeft.X -= 5 // Ensure we paint to every visible section of the screeen.
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topLeft.X -= 5 // FIXME: haxxx
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bottomRight := pixToCell(image.Pt(s.Viewpoint.X+sw, s.Viewpoint.Y+sh))
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bottomRight.X += 5
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bottomRight.Y += 5
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// X+Y is constant for all tiles in a column
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// X-Y is constant for all tiles in a row
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// However, the drawing order is odd unless we reorder explicitly.
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toDraw := []image.Point{}
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for a := topLeft.X + topLeft.Y; a <= bottomRight.X+bottomRight.Y; a++ {
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for b := topLeft.X - topLeft.Y; b <= bottomRight.X-bottomRight.Y; b++ {
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if b&1 != a&1 {
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continue
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}
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pt := image.Pt((a+b)/2, (a-b)/2)
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if !pt.In(s.area.Rect) {
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continue
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}
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toDraw = append(toDraw, pt)
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}
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}
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sort.Slice(toDraw, func(i, j int) bool {
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iPix := cellToPix(toDraw[i])
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jPix := cellToPix(toDraw[j])
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if iPix.Y < jPix.Y {
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return true
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}
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if iPix.Y == jPix.Y {
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return iPix.X < jPix.X
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}
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return false
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})
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counter := map[string]int{}
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for _, pt := range toDraw {
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for z := 0; z <= s.ZIdx; z++ {
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if err := s.renderCell(pt.X, pt.Y, z, screen, counter); err != nil {
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return err
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}
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}
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}
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//log.Printf("%#+v", counter)
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return nil
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}
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func (s *Scenario) renderCell(x, y, z int, screen *ebiten.Image, counter map[string]int) error {
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sprites, err := s.area.SpritesForCell(x, y, z)
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if err != nil {
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return err
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}
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iso := ebiten.GeoM{}
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iso.Translate(-float64(s.Viewpoint.X), -float64(s.Viewpoint.Y))
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pix := cellToPix(image.Pt(x, y))
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iso.Translate(float64(pix.X), float64(pix.Y))
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// Taking the Z index away *seems* to draw the object in the correct place.
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// FIXME: There are some artifacts, investigate more
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iso.Translate(0.0, -float64(z*48.0)) // offset for Z index
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// TODO: iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
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for _, spr := range sprites {
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// if _, ok := counter[spr.ID]; !ok {
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// counter[spr.ID] = 0
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// }
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// counter[spr.ID] = counter[spr.ID] + 1
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iso.Translate(float64(spr.XOffset), float64(spr.YOffset))
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if err := screen.DrawImage(spr.Image, &ebiten.DrawImageOptions{GeoM: iso}); err != nil {
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return err
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}
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iso.Translate(float64(-spr.XOffset), float64(-spr.YOffset))
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}
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return nil
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}
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const (
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cellWidth = 64
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cellHeight = 64
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)
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// Doesn't take the camera or Z level into account
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func cellToPix(pt image.Point) image.Point {
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return image.Pt(
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(pt.X-pt.Y)*cellWidth,
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(pt.X+pt.Y)*cellHeight/2,
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)
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}
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// Doesn't take the camera or Z level into account
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func pixToCell(pt image.Point) image.Point {
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return image.Pt(
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pt.Y/cellHeight+pt.X/(cellWidth*2),
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pt.Y/cellHeight-pt.X/(cellWidth*2),
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)
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}
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