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