Get the rotation *slightly* closer and show some center objects
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@@ -95,7 +95,7 @@ func (e *env) run() {
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// camPos: pixel.V(0, float64(-pWin.Bounds().Size().Y)),
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// camPos: pixel.V(float64(3700), float64(0)),
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zoom: 1.0,
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rot: 0.45,
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rot: 0.785,
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}
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pWin.SetSmooth(true)
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@@ -113,7 +113,13 @@ func (e *env) run() {
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}
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func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, *conv.Object) {
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if ref.Index() >= len(palette) {
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log.Printf("Palette too small: %v requested", ref.Index())
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return nil, nil
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}
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name := palette[ref.Index()]
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obj := e.objects[name]
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if obj == nil {
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log.Printf("Failed to find surface sprite %#v -> %q", ref, name)
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@@ -129,8 +135,8 @@ func (e *env) getSprite(palette []string, ref maps.ObjRef) (*conv.Sprite, *conv.
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}
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var (
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cellWidth = 128 // I think, anyway
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cellHeight = 63
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cellWidth = 72.0 // I think, anyway
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cellLength = 72.0
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)
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// TODO: build all the sprites in the set into a single spritesheet so we can
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@@ -146,7 +152,7 @@ func (s *state) present(pWin *pixelgl.Window) {
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cam = cam.ScaledXY(center, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Scaled(pixel.ZV, s.zoom) // apply current zoom factor
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cam = cam.Moved(center.Sub(s.camPos)) // Make it central
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//cam = cam.Rotated(center.Sub(s.camPos), -0.785) // Apply isometric angle
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// cam = cam.Rotated(center.Sub(s.camPos), s.rot) // Apply isometric angle
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s.cam = cam
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pWin.SetMatrix(cam)
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@@ -156,39 +162,28 @@ func (s *state) present(pWin *pixelgl.Window) {
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for y := int(gameMap.MinLength); y < int(gameMap.MaxLength); y++ {
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cell := gameMap.Cells.At(x, y, z)
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surfaceSprite, obj := s.env.getSprite(s.env.set.SurfacePalette, cell.Surface)
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surfaceSprite, _ := s.env.getSprite(s.env.set.SurfacePalette, cell.Surface)
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centerSprite, _ := s.env.getSprite(s.env.set.CenterPalette, cell.Center)
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fX := float64(x)
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fY := float64(y)
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fWidth := float64(cellWidth)
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fLength := float64(cellHeight)
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// numCellsToOffset := math.Abs(float64(gameMap.Width() / 2) - fY)
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// xOffset := numCellsToOffset * (fWidth/2)
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//yOffset := 0.0 //numCellsToOffset * (fLength/2)
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xPos := (fX - fY) * fWidth / 2 // - xOffset
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yPos := fY * fLength // - yOffset
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xPos := fX * cellWidth
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yPos := fY * cellLength
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// The rotation translates the rectangular coordinates to diamond
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// ones \o/
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// FIXME: these are off by a bit
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orig := pixel.V(xPos, yPos)
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rotated := orig
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rotated = rotated.Rotated(s.rot)
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// rotated = rotated.Rotated(0.464) // 26.565'
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// rotated = orig.Rotated(0.35)
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// rotated = rotated.Rotated(0.524) // 30'
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// rotated = rotated.Rotated(0.785) // 45'
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// rotated = rotated.Rotated(1.571) // 90'
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rotated := orig.Rotated(s.rot)
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log.Printf(
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"cell(%v,%v): %s %d: %#v -> %#v",
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x, y, obj.Name, cell.Surface.Index(),
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orig, rotated,
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)
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if surfaceSprite != nil {
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surfaceSprite.Spr.Draw(pWin, pixel.IM.Moved(rotated))
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}
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surfaceSprite.Spr.Draw(pWin, pixel.IM.Moved(rotated))
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if centerSprite != nil {
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centerSprite.Spr.Draw(pWin, pixel.IM.Moved(rotated))
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}
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}
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}
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}
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@@ -231,23 +226,6 @@ func (s *state) handleKeys(pWin *pixelgl.Window) {
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s.rot += 0.001
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}
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/* TODO: restore this
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// Show details of clicked-on cell in termal
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if pWin.JustPressed(pixelgl.MouseButtonLeft) {
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vec := s.cam.Unproject(pWin.MousePosition())
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x, y := vecToCell(vec)
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log.Printf("%#v -> %d,%d", vec, x, y)
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cell := state.env.gameMap.Cells.At(x, y, state.zIdx)
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log.Printf(
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"x=%d y=%d z=%d SurfaceTile=%d (%s) SurfaceFrame=%d SquadRelated=%d",
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x, y, state.zIdx,
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cell.Surface.Index(), state.env.set.SurfacePalette[int(cell.Surface.Index())], cell.Surface.Frame(),
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cell.SquadRelated,
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)
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log.Printf("CellIdx%d=%d. Full cell data: %#v", state.cellIdx, cell.At(state.cellIdx), cell)
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}
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*/
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// Zoom in and out with the mouse wheel
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s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
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}
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