ebiten: convert view-set

This commit is contained in:
2019-12-29 20:41:41 +00:00
parent 77202d9fab
commit 7475bdf0e7

View File

@@ -2,14 +2,13 @@ package main
import (
"flag"
"image"
"log"
"math"
"os"
"path/filepath"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
"github.com/hajimehoshi/ebiten"
"ur.gs/ordoor/internal/conv"
"ur.gs/ordoor/internal/data"
@@ -25,20 +24,18 @@ var (
type env struct {
set *sets.MapSet
objects map[string]*conv.Object
batch *pixel.Batch
step int
state state
lastState state
}
type state struct {
env *env
step int
objIdx int
spriteIdx int
zoom float64
cam pixel.Matrix
camPos pixel.Vec
origin image.Point
}
func main() {
@@ -54,7 +51,7 @@ func main() {
log.Fatalf("Couldn't load set file %s: %v", *setFile, err)
}
rawObjs := []*data.Object{}
rawObjs := make([]*data.Object, 0, len(mapSet.Palette))
for _, name := range mapSet.Palette {
objFile := filepath.Join(*gamePath, "Obj", name+".obj")
obj, err := data.LoadObject(objFile)
@@ -66,109 +63,115 @@ func main() {
rawObjs = append(rawObjs, obj)
}
objects, spritesheet := conv.ConvertObjects(rawObjs)
batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
objs := make([]*conv.Object, 0, len(rawObjs))
for _, rawObj := range rawObjs {
obj, err := conv.ConvertObject(rawObj, rawObj.Name)
if err != nil {
log.Fatal(err)
}
env := &env{objects: conv.MapByName(objects), set: mapSet, batch: batch}
objs = append(objs, obj)
}
// The main thread now belongs to pixelgl
pixelgl.Run(env.run)
}
func (e *env) run() {
win, err := ui.NewWindow("View Set: " + *setFile)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
pWin := win.PixelWindow
state := &state{
env: e,
camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
zoom: 8.0,
state := state{zoom: 8.0}
env := &env{
set: mapSet,
objects: conv.MapByName(objs),
state: state,
lastState: state,
}
// For now, just try to display the various objects
// left + right to change object, up + down to change frame
win.Run(func() {
oldState := *state
state = state.runStep(pWin)
win.OnKeyUp(ebiten.KeyLeft, env.changeObjIdx(-1))
win.OnKeyUp(ebiten.KeyRight, env.changeObjIdx(+1))
if oldState != *state || oldState.step == 0 {
win.OnKeyUp(ebiten.KeyUp, env.changeSpriteIdx(+1))
win.OnKeyUp(ebiten.KeyDown, env.changeSpriteIdx(-1))
win.OnMouseWheel(env.changeZoom)
// Main thread now belongs to ebiten
if err := win.Run(env.Update, env.Draw); err != nil {
log.Fatal(err)
}
}
func (e *env) Update() error {
if e.step == 0 || e.lastState != e.state {
log.Printf(
"new state: numObj=%d object=%d (%s) numFrames=%d sprite=%d zoom=%.2f",
state.env.set.Count(),
state.objIdx,
state.env.set.Palette[state.objIdx], // FIXME: palette is a confusing name
len(state.curObject().Sprites),
state.spriteIdx,
state.zoom,
e.set.Count(),
e.state.objIdx,
e.set.Palette[e.state.objIdx], // FIXME: palette is a confusing name
len(e.curObject().Sprites),
e.state.spriteIdx,
e.state.zoom,
)
state.present(pWin)
}
state.step += 1
})
e.step += 1
e.lastState = e.state
return nil
}
func (s *state) runStep(pWin *pixelgl.Window) *state {
newState := *s
newState.handleKeys(pWin)
func (e *env) Draw(screen *ebiten.Image) error {
obj := e.curObject()
sprite := obj.Sprites[e.state.spriteIdx]
return &newState
cam := ebiten.GeoM{}
cam.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
// TODO: centre the image
return screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: cam})
}
func (s *state) present(pWin *pixelgl.Window) {
obj := s.curObject()
sprite := obj.Sprites[s.spriteIdx]
func (e *env) changeObjIdx(by int) func() {
return func() {
old := e.state.objIdx
e.state.objIdx += by
pWin.Clear(colornames.Black)
s.env.batch.Clear()
if e.state.objIdx < 0 {
e.state.objIdx = 0
}
center := pWin.Bounds().Center()
if e.state.objIdx > e.set.Count()-1 {
e.state.objIdx = e.set.Count() - 1
}
cam := pixel.IM
cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Scaled(center, s.zoom) // apply current zoom factor
s.cam = cam
pWin.SetMatrix(s.cam)
sprite.Spr.Draw(s.env.batch, pixel.IM.Moved(center))
s.env.batch.Draw(pWin)
// reset sprite index when object changes
if old != e.state.objIdx {
e.state.spriteIdx = 0
}
}
}
func (s *state) handleKeys(pWin *pixelgl.Window) {
if pWin.JustPressed(pixelgl.KeyLeft) {
if s.objIdx > 0 {
s.objIdx -= 1
s.spriteIdx = 0
}
func (e *env) changeSpriteIdx(by int) func() {
return func() {
e.state.spriteIdx += by
if e.state.spriteIdx < 0 {
e.state.spriteIdx = 0
}
if pWin.JustPressed(pixelgl.KeyRight) {
if s.objIdx < s.env.set.Count()-1 {
s.objIdx += 1
s.spriteIdx = 0
}
}
if pWin.JustPressed(pixelgl.KeyDown) {
if s.spriteIdx > 0 {
s.spriteIdx -= 1
}
}
if pWin.JustPressed(pixelgl.KeyUp) {
if s.spriteIdx < len(s.curObject().Sprites)-1 {
s.spriteIdx += 1
count := len(e.curObject().Sprites)
if e.state.spriteIdx > count-1 {
e.state.spriteIdx = count - 1
}
}
}
func (e *env) changeZoom(_, y float64) {
// Zoom in and out with the mouse wheel
s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
e.state.zoom *= math.Pow(1.2, y)
}
func (s *state) curObject() *conv.Object {
name := s.env.set.Palette[s.objIdx]
return s.env.objects[name]
func (e *env) curObject() *conv.Object {
name := e.set.Palette[e.state.objIdx]
return e.objects[name]
}