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package engine
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import (
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"encoding/gob"
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"image"
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"github.com/hajimehoshi/ebiten/v2"
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)
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// Ensure Camera satisfies interfaces.
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var _ interface {
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Identifier
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Drawer
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Prepper
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Scanner
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Updater
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} = &Camera{}
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func init() {
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gob.Register(&Camera{})
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}
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// Camera models a camera that is viewing a scene.
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// Changes to the configuration take effect immediately.
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// Camera ignores Scene.Draw and calls Scene's children's Draw.
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type Camera struct {
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ID
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Scene Scener
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// Camera controls
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Centre image.Point // world coordinates
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Filter ebiten.Filter
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Zoom float64 // unitless
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game *Game
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}
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// Draw applies transformations to opts, then calls c.Scene.Draw with it.
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func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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if c.Scene.IsHidden() {
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return
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}
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br := c.Scene.BoundingRect()
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// The lower bound on zoom is the larger of
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// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
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zoom := c.Zoom
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sz := br.Size()
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if z := float64(c.game.ScreenWidth) / float64(sz.X); zoom < z {
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zoom = z
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}
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if z := float64(c.game.ScreenHeight) / float64(sz.Y); zoom < z {
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zoom = z
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}
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// If the configured centre puts the camera out of bounds, move it.
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centre := c.Centre
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// Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }.
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sw2, sh2 := float64(c.game.ScreenWidth/2), float64(c.game.ScreenHeight/2)
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swz, shz := int(sw2/zoom), int(sh2/zoom)
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if centre.X-swz < br.Min.X {
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centre.X = br.Min.X + swz
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}
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if centre.Y-shz < br.Min.Y {
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centre.Y = br.Min.Y + shz
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}
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if centre.X+swz > br.Max.X {
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centre.X = br.Max.X - swz
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}
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if centre.Y+shz > br.Max.Y {
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centre.Y = br.Max.Y - shz
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}
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// Apply other options
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opts.Filter = c.Filter
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// Compute common matrix (parts independent of parallax).
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// Moving centre to the origin happens per component.
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var comm ebiten.GeoM
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// 2. Zoom (this is also where rotation would be)
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comm.Scale(zoom, zoom)
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// 3. Move the origin to the centre of screen space.
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comm.Translate(sw2, sh2)
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// 4. Apply transforms from the caller.
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comm.Concat(opts.GeoM)
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// Draw everything.
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for _, i := range c.Scene.Scan() {
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d, ok := i.(Drawer)
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if !ok {
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continue
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}
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pf := 1.0
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if s, ok := i.(ParallaxScaler); ok {
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pf = s.ParallaxFactor()
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}
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var geom ebiten.GeoM
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// 1. Move centre to the origin, subject to parallax factor
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geom.Translate(-float64(centre.X)*pf, -float64(centre.Y)*pf)
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geom.Concat(comm)
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opts.GeoM = geom
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d.Draw(screen, opts)
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}
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}
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// Update passes the call to c.Scene.
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func (c *Camera) Update() error { return c.Scene.Update() }
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// Scan returns the only child (c.Scene).
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func (c *Camera) Scan() []interface{} { return []interface{}{c.Scene} }
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// Prepare grabs a copy of game (needed for screen dimensions)
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func (c *Camera) Prepare(game *Game) error {
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c.game = game
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return nil
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}
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