Bounds checking
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@@ -80,7 +80,7 @@ func main() {
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state := state{
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zoom: 1.0,
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origin: image.Point{0, -3000}, // FIXME: haxxx
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origin: image.Point{0, 3000}, // FIXME: haxxx
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}
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env := &env{
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gameMap: gameMap,
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@@ -97,10 +97,10 @@ func main() {
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// TODO: click to view cell data
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win.OnKeyUp(ebiten.KeyLeft, env.changeOrigin(+64, +0))
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win.OnKeyUp(ebiten.KeyRight, env.changeOrigin(-64, +0))
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win.OnKeyUp(ebiten.KeyUp, env.changeOrigin(+0, +64))
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win.OnKeyUp(ebiten.KeyDown, env.changeOrigin(+0, -64))
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win.OnKeyUp(ebiten.KeyLeft, env.changeOrigin(-64, +0))
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win.OnKeyUp(ebiten.KeyRight, env.changeOrigin(+64, +0))
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win.OnKeyUp(ebiten.KeyUp, env.changeOrigin(+0, -64))
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win.OnKeyUp(ebiten.KeyDown, env.changeOrigin(+0, +64))
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win.OnMouseWheel(env.changeZoom)
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for i := 0; i <= 6; i++ {
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@@ -148,20 +148,42 @@ func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, error)
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}
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func (e *env) Draw(screen *ebiten.Image) error {
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// TODO: we should be able to perform bounds clipping on these
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minX := int(e.gameMap.MinWidth)
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maxX := int(e.gameMap.MaxWidth)
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minY := int(e.gameMap.MinLength)
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maxY := int(e.gameMap.MaxLength)
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minZ := 0
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maxZ := int(e.state.zIdx) + 1
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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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for z := minZ; z < maxZ; z++ {
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for y := minY; y < maxY; y++ {
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for x := minX; x < maxX; x++ {
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if err := e.renderCell(x, y, z, screen); err != nil {
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return err
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}
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sw, sh := screen.Size()
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topLeftX, topLeftY := pixToCell(
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float64(e.state.origin.X),
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float64(e.state.origin.Y),
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)
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topLeftX -= 1 // Otherwise we miss half a cell on alternate rows on the left
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bottomRightX, bottomRightY := pixToCell(
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float64(e.state.origin.X+sw),
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float64(e.state.origin.Y+sh),
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)
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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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for a := int(topLeftX + topLeftY); a <= int(bottomRightX+bottomRightY); a++ {
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for b := int(topLeftX - topLeftY); b <= int(bottomRightX-bottomRightY); b++ {
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if b&1 != a&1 {
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continue
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}
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x := (a + b) / 2
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y := (a - b) / 2
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if x < int(e.gameMap.MinWidth) || x >= int(e.gameMap.MaxWidth) ||
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y < int(e.gameMap.MinLength) || y >= int(e.gameMap.MaxLength) {
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continue
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}
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for z := 0; z <= e.state.zIdx; z++ {
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e.renderCell(x, y, z, screen)
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}
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}
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}
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@@ -171,7 +193,6 @@ func (e *env) Draw(screen *ebiten.Image) error {
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func (e *env) renderCell(x, y, z int, screen *ebiten.Image) error {
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var sprites []*conv.Sprite
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cell := e.gameMap.Cells.At(x, y, z)
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if spr, err := e.getSprite(e.set.Palette, cell.Surface); err != nil {
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@@ -198,16 +219,17 @@ func (e *env) renderCell(x, y, z int, screen *ebiten.Image) error {
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sprites = append(sprites, spr)
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}
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iso := ebiten.GeoM{}
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iso.Translate(-float64(e.state.origin.X), -float64(e.state.origin.Y))
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fx, fy := cellToPix(float64(x), float64(y))
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iso.Translate(fx, fy)
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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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fx, fy := cellToPix(float64(x), float64(y))
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fx += float64(e.state.origin.X)
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fy += float64(e.state.origin.Y)
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iso.Translate(0.0, -float64(z*48.0)) // offset for Z index
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iso := ebiten.GeoM{}
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iso.Translate(fx, fy)
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iso.Translate(0.0, -float64(z*48.0)) // offset for Z index
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iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
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// TODO: iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
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for _, sprite := range sprites {
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if err := screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: iso}); err != nil {
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@@ -236,9 +258,9 @@ func (e *env) setZIdx(to int) func() {
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}
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}
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var (
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cellWidth = 64.0
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cellHeight = 64.0
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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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