Reorder drawn objects
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@@ -6,6 +6,7 @@ import (
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"log"
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"math"
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"os"
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"sort"
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"github.com/hajimehoshi/ebiten"
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@@ -54,6 +55,7 @@ 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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zIdx: 1,
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}
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env := &env{
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area: area,
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@@ -76,7 +78,7 @@ func main() {
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win.OnMouseWheel(env.changeZoom)
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for i := 0; i <= 6; i++ {
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win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i))
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win.OnKeyUp(ebiten.Key1+ebiten.Key(i), env.setZIdx(i+1))
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}
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if err := win.Run(env.Update, env.Draw); err != nil {
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@@ -103,34 +105,49 @@ func (e *env) Draw(screen *ebiten.Image) error {
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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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topLeft := pixToCell(e.state.origin)
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topLeft.X -= 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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bottomRight := pixToCell(image.Pt(e.state.origin.X+sw, e.state.origin.Y+sh))
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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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// 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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x := (a + b) / 2
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y := (a - b) / 2
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pt := image.Pt((a+b)/2, (a-b)/2)
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if !image.Pt(x, y).In(e.area.Rect) {
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if !pt.In(e.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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for z := 0; z <= e.state.zIdx; z++ {
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e.renderCell(x, y, z, screen)
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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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for _, pt := range toDraw {
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for z := 0; z <= e.state.zIdx; z++ {
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if err := e.renderCell(pt.X, pt.Y, z, screen); err != nil {
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return err
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}
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}
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}
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@@ -147,8 +164,12 @@ func (e *env) renderCell(x, y, z int, screen *ebiten.Image) error {
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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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pix := cellToPix(image.Pt(x, y))
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iso.Translate(float64(pix.X), float64(pix.Y))
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if e.step%30 == 0 {
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// log.Printf("x=%v y=%v z=%v", pix.X-e.state.origin.X, pix.Y-e.state.origin.Y, z)
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}
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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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@@ -189,11 +210,17 @@ const (
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)
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// Doesn't take the camera or Z level into account
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func cellToPix(x, y float64) (float64, float64) {
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return (x - y) * cellWidth, (x + y) * cellHeight / 2.0
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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(x, y float64) (float64, float64) {
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return y/cellHeight + x/(cellWidth*2.0), y/cellHeight - x/(cellWidth*2.0)
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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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