Files
ordoor/internal/scenario/draw.go

134 lines
3.0 KiB
Go

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),
)
}