package scenario import ( "fmt" "image" "sort" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" ) type CartPt struct { X float64 Y float64 } type IsoPt struct { X float64 Y float64 } func (s *Scenario) Update(screenX, screenY int) error { s.tick += 1 geo := s.geoForCam() geo.Translate(cellWidthHalf, 0) geo.Scale(s.Zoom, s.Zoom) geo.Invert() cX, cY := ebiten.CursorPosition() x, y := geo.Apply(float64(cX), float64(cY)) screenPos := CartPt{ X: x, Y: y, } // FIXME: adjust for Z level s.highlightedCell = screenPos.ToISO() 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 // FIXME: we don't cope with zoom very neatly here sw, sh := screen.Size() topLeft := CartPt{ X: float64(s.Viewpoint.X) - (2 * cellWidth / s.Zoom), // Ensure all visible cells are rendered Y: float64(s.Viewpoint.Y) - (2 * cellHeight / s.Zoom), }.ToISO() bottomRight := CartPt{ X: float64(s.Viewpoint.X) + (float64(sw) / s.Zoom) + (2 * cellHeight / s.Zoom), Y: float64(s.Viewpoint.Y) + (float64(sh) / s.Zoom) + (5 * cellHeight / s.Zoom), // Z dimension requires it }.ToISO() // 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 := []IsoPt{} for a := int(topLeft.X + topLeft.Y); a <= int(bottomRight.X+bottomRight.Y); a++ { for b := int(topLeft.X - topLeft.Y); b <= int(bottomRight.X-bottomRight.Y); b++ { if b&1 != a&1 { continue } pt := IsoPt{X: float64((a + b) / 2), Y: float64((a - b) / 2)} ipt := image.Pt(int(pt.X), int(pt.Y)) if !ipt.In(s.area.Rect) { continue } toDraw = append(toDraw, pt) } } sort.Slice(toDraw, func(i, j int) bool { iPix := toDraw[i].ToCart() jPix := toDraw[j].ToCart() if iPix.Y < jPix.Y { return true } if iPix.Y == jPix.Y { return iPix.X < jPix.X } return false }) counter := 0 for _, pt := range toDraw { for z := 0; z <= s.ZIdx; z++ { if err := s.renderCell(int(pt.X), int(pt.Y), z, screen, &counter); err != nil { return err } } } // Finally, draw cursor chrome // FIXME: it looks like we might need to do this in normal painting order... spr, err := s.specials.Sprite(0) if err != nil { return err } op := ebiten.DrawImageOptions{} geo := s.geoForCoords(int(s.highlightedCell.X), int(s.highlightedCell.Y), 0) op.GeoM = geo op.GeoM.Translate(-209, -332) op.GeoM.Translate(float64(spr.Rect.Min.X), float64(spr.Rect.Min.Y)) op.GeoM.Scale(s.Zoom, s.Zoom) screen.DrawImage(spr.Image, &op) x1, y1 := geo.Apply(0, 0) ebitenutil.DebugPrintAt( screen, fmt.Sprintf("(%d,%d)", int(s.highlightedCell.X), int(s.highlightedCell.Y)), int(x1), int(y1), ) ebitenutil.DebugPrintAt(screen, fmt.Sprintf("Sprites: %v", counter), 0, 16) /* // debug: draw a square around the selected cell x2, y2 := geo.Apply(cellWidth, cellHeight) ebitenutil.DrawLine(screen, x1, y1, x2, y1, colornames.Green) // top line ebitenutil.DrawLine(screen, x1, y1, x1, y2, colornames.Green) // left line ebitenutil.DrawLine(screen, x2, y1, x2, y2, colornames.Green) // right line ebitenutil.DrawLine(screen, x1, y2, x2, y2, colornames.Green) // bottom line */ return nil } func (s *Scenario) geoForCam() ebiten.GeoM { geo := ebiten.GeoM{} geo.Translate(-float64(s.Viewpoint.X), -float64(s.Viewpoint.Y)) return geo } func (s *Scenario) geoForCoords(x, y, z int) ebiten.GeoM { geo := s.geoForCam() pix := IsoPt{X: float64(x), Y: float64(y)}.ToCart() geo.Translate(pix.X, pix.Y) // Taking the Z index away *seems* to draw the object in the correct place. // FIXME: There are some artifacts, investigate more geo.Translate(0.0, -float64(z*48.0)) // offset for Z index return geo } func (s *Scenario) renderCell(x, y, z int, screen *ebiten.Image, counter *int) error { sprites, err := s.area.SpritesForCell(x, y, z) if err != nil { return err } // TODO: iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor iso := s.geoForCoords(x, y, z) // FIXME: this fixed offset is found in jungtil.obj. Drawing with it // means we put everywhere where the iso->pix conversion expects, but // it's a bit nasty. Is there a better way? iso.Translate(-209, -332) for _, spr := range sprites { *counter = *counter + 1 op := ebiten.DrawImageOptions{GeoM: iso} op.GeoM.Translate(float64(spr.Rect.Min.X), float64(spr.Rect.Min.Y)) // Zoom has to come last op.GeoM.Scale(s.Zoom, s.Zoom) screen.DrawImage(spr.Image, &op) } return nil } const ( cellWidth = 128.0 cellHeight = 63.0 cellWidthHalf = cellWidth / 2.0 cellHeightHalf = cellHeight / 2.0 ) func (p CartPt) ToISO() IsoPt { return IsoPt{ X: (p.Y / cellHeight) + (p.X / cellWidth), Y: (p.Y / cellHeight) - (p.X / cellWidth), } } func (p IsoPt) ToCart() CartPt { return CartPt{ X: (p.X - p.Y) * cellWidthHalf, Y: (p.X + p.Y) * cellHeightHalf, } }