215 lines
5.1 KiB
Go
215 lines
5.1 KiB
Go
package scenario
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import (
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"fmt"
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"image"
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"sort"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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type CartPt struct {
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X float64
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Y float64
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}
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type IsoPt struct {
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X float64
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Y float64
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}
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func (s *Scenario) Update(screenX, screenY int) error {
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s.tick += 1
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geo := s.geoForCam()
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geo.Translate(cellWidthHalf, 0)
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geo.Scale(s.Zoom, s.Zoom)
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geo.Invert()
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cX, cY := ebiten.CursorPosition()
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x, y := geo.Apply(float64(cX), float64(cY))
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screenPos := CartPt{
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X: x,
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Y: y,
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}
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// FIXME: adjust for Z level
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s.highlightedCell = screenPos.ToISO()
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return nil
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}
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func (s *Scenario) Draw(screen *ebiten.Image) error {
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// Bounds clipping
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// http://www.java-gaming.org/index.php?topic=24922.0
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// https://stackoverflow.com/questions/892811/drawing-isometric-game-worlds
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// https://gamedev.stackexchange.com/questions/25896/how-do-i-find-which-isometric-tiles-are-inside-the-cameras-current-view
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// FIXME: we don't cope with zoom very neatly here
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sw, sh := screen.Size()
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topLeft := CartPt{
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X: float64(s.Viewpoint.X) - (2 * cellWidth / s.Zoom), // Ensure all visible cells are rendered
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Y: float64(s.Viewpoint.Y) - (2 * cellHeight / s.Zoom),
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}.ToISO()
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bottomRight := CartPt{
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X: float64(s.Viewpoint.X) + (float64(sw) / s.Zoom) + (2 * cellHeight / s.Zoom),
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Y: float64(s.Viewpoint.Y) + (float64(sh) / s.Zoom) + (5 * cellHeight / s.Zoom), // Z dimension requires it
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}.ToISO()
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// X+Y is constant for all tiles in a column
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// X-Y is constant for all tiles in a row
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// However, the drawing order is odd unless we reorder explicitly.
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toDraw := []IsoPt{}
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for a := int(topLeft.X + topLeft.Y); a <= int(bottomRight.X+bottomRight.Y); a++ {
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for b := int(topLeft.X - topLeft.Y); b <= int(bottomRight.X-bottomRight.Y); b++ {
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if b&1 != a&1 {
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continue
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}
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pt := IsoPt{X: float64((a + b) / 2), Y: float64((a - b) / 2)}
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ipt := image.Pt(int(pt.X), int(pt.Y))
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if !ipt.In(s.area.Rect) {
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continue
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}
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toDraw = append(toDraw, pt)
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}
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}
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sort.Slice(toDraw, func(i, j int) bool {
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iPix := toDraw[i].ToCart()
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jPix := toDraw[j].ToCart()
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if iPix.Y < jPix.Y {
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return true
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}
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if iPix.Y == jPix.Y {
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return iPix.X < jPix.X
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}
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return false
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})
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counter := 0
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for _, pt := range toDraw {
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for z := 0; z <= s.ZIdx; z++ {
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if err := s.renderCell(int(pt.X), int(pt.Y), z, screen, &counter); err != nil {
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return err
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}
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}
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}
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// Finally, draw cursor chrome
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// FIXME: it looks like we might need to do this in normal painting order...
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spr, err := s.specials.Sprite(0)
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if err != nil {
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return err
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}
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op := ebiten.DrawImageOptions{}
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geo := s.geoForCoords(int(s.highlightedCell.X), int(s.highlightedCell.Y), 0)
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op.GeoM = geo
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op.GeoM.Translate(-209, -332)
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op.GeoM.Translate(float64(spr.Rect.Min.X), float64(spr.Rect.Min.Y))
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op.GeoM.Scale(s.Zoom, s.Zoom)
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screen.DrawImage(spr.Image, &op)
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x1, y1 := geo.Apply(0, 0)
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ebitenutil.DebugPrintAt(
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screen,
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fmt.Sprintf("(%d,%d)", int(s.highlightedCell.X), int(s.highlightedCell.Y)),
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int(x1),
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int(y1),
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)
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("Sprites: %v", counter), 0, 16)
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/*
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// debug: draw a square around the selected cell
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x2, y2 := geo.Apply(cellWidth, cellHeight)
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ebitenutil.DrawLine(screen, x1, y1, x2, y1, colornames.Green) // top line
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ebitenutil.DrawLine(screen, x1, y1, x1, y2, colornames.Green) // left line
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ebitenutil.DrawLine(screen, x2, y1, x2, y2, colornames.Green) // right line
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ebitenutil.DrawLine(screen, x1, y2, x2, y2, colornames.Green) // bottom line
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*/
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return nil
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}
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func (s *Scenario) geoForCam() ebiten.GeoM {
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geo := ebiten.GeoM{}
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geo.Translate(-float64(s.Viewpoint.X), -float64(s.Viewpoint.Y))
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return geo
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}
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func (s *Scenario) geoForCoords(x, y, z int) ebiten.GeoM {
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geo := s.geoForCam()
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pix := IsoPt{X: float64(x), Y: float64(y)}.ToCart()
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geo.Translate(pix.X, pix.Y)
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// Taking the Z index away *seems* to draw the object in the correct place.
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// FIXME: There are some artifacts, investigate more
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geo.Translate(0.0, -float64(z*48.0)) // offset for Z index
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return geo
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}
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func (s *Scenario) renderCell(x, y, z int, screen *ebiten.Image, counter *int) error {
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sprites, err := s.area.SpritesForCell(x, y, z)
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if err != nil {
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return err
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}
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// TODO: iso.Scale(e.state.zoom, e.state.zoom) // apply current zoom factor
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iso := s.geoForCoords(x, y, z)
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// FIXME: this fixed offset is found in jungtil.obj. Drawing with it
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// means we put everywhere where the iso->pix conversion expects, but
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// it's a bit nasty. Is there a better way?
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iso.Translate(-209, -332)
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for _, spr := range sprites {
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*counter = *counter + 1
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op := ebiten.DrawImageOptions{GeoM: iso}
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op.GeoM.Translate(float64(spr.Rect.Min.X), float64(spr.Rect.Min.Y))
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// Zoom has to come last
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op.GeoM.Scale(s.Zoom, s.Zoom)
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screen.DrawImage(spr.Image, &op)
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}
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return nil
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}
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const (
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cellWidth = 128.0
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cellHeight = 63.0
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cellWidthHalf = cellWidth / 2.0
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cellHeightHalf = cellHeight / 2.0
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)
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func (p CartPt) ToISO() IsoPt {
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return IsoPt{
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X: (p.Y / cellHeight) + (p.X / cellWidth),
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Y: (p.Y / cellHeight) - (p.X / cellWidth),
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}
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}
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func (p IsoPt) ToCart() CartPt {
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return CartPt{
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X: (p.X - p.Y) * cellWidthHalf,
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Y: (p.X + p.Y) * cellHeightHalf,
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}
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}
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