package scenario import ( "fmt" "image" "sort" "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/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 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 := CartPt{X: float64(s.Viewpoint.X), Y: float64(s.Viewpoint.Y)}.ToISO() topLeft.X -= 5 // Ensure we paint to every visible section of the screeen. topLeft.X -= 5 // FIXME: haxxx bottomRight := CartPt{X: float64(s.Viewpoint.X + sw), Y: float64(s.Viewpoint.Y + sh)}.ToISO() 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 := []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 := map[string]int{} for _, pt := range toDraw { for z := 0; z <= s.ZIdx; z++ { if err := s.renderCell(pt, z, screen, counter); err != nil { return err } } } //log.Printf("%#+v", counter) return nil } func (s *Scenario) renderCell(pos IsoPt, z int, screen *ebiten.Image, counter map[string]int) error { sprites, err := s.area.SpritesForCell(int(pos.X), int(pos.Y), z) if err != nil { return err } iso := ebiten.GeoM{} iso.Translate(-float64(s.Viewpoint.X), -float64(s.Viewpoint.Y)) pix := pos.ToCart() iso.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 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} // 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? op.GeoM.Translate(float64(spr.Rect.Min.X-209), float64(spr.Rect.Min.Y-322)) if err := screen.DrawImage(spr.Image, &op); err != nil { return err } if z == 0 { x, y := op.GeoM.Apply(0, 0) ebitenutil.DebugPrintAt(screen, fmt.Sprintf("(%d,%d)", int(pos.X), int(pos.Y)), int(x), int(y)) } } return nil } const ( cellWidth = 128 cellHeight = 64 cellWidthHalf = cellWidth / 2 cellHeightHalf = cellHeight / 2 ) 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, } } /* // Doesn't take the camera or Z level into account func cellToPix(pt image.Point) image.Point { return image.Pt( (pt.X-pt.Y)*cellWidthHalf, (pt.X+pt.Y)*cellHeightHalf, ) } // Doesn't take the camera or Z level into account func pixToCell(pt image.Point) image.Point { fX := pt.X fY := pt.Y return image.Pt( // (pt.X / cellWidthHalf + pt.Y / cellHeightHalf) / 2, // (pt.Y / cellHeightHalf - (pt.Y / cellWidthHalf)) / 2, // int(fY/cellHeight+fX/(cellWidth*2)), // int(fY/cellHeight-fX/(cellWidth*2)), //int((fY / cellHeight) + (fX / cellWidth)), //int((-fX / cellWidth) + (fY / cellHeight)), ) }*/