ichigo/engine/scene.go

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package engine
import (
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"encoding/gob"
"math"
"sort"
"github.com/hajimehoshi/ebiten/v2"
)
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// Ensure Scene satisfies Scener.
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var _ Scener = &Scene{}
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func init() {
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gob.Register(&Scene{})
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}
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// Scene manages drawing and updating a bunch of components.
type Scene struct {
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ID
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Bounds // world coordinates
Camera *Camera // optional; applies a bunch of transforms to draw calls
Components []interface{}
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Disabled
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Hidden
ZOrder
}
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// Draw draws all components in order.
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func (s *Scene) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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if s.Hidden {
return
}
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if s.Camera == nil {
// Draw everything, no camera transforms.
for _, i := range s.Components {
if d, ok := i.(Drawer); ok {
d.Draw(screen, opts)
}
}
return
}
// There is a camera; apply camera transforms.
br := s.BoundingRect()
// The lower bound on zoom is the larger of
// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
zoom := s.Camera.Zoom
sz := br.Size()
if z := float64(s.Camera.game.ScreenWidth) / float64(sz.X); zoom < z {
zoom = z
}
if z := float64(s.Camera.game.ScreenHeight) / float64(sz.Y); zoom < z {
zoom = z
}
// If the configured centre puts the camera out of bounds, move it.
centre := s.Camera.Centre
// Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }.
sw2, sh2 := float64(s.Camera.game.ScreenWidth/2), float64(s.Camera.game.ScreenHeight/2)
swz, shz := int(sw2/zoom), int(sh2/zoom)
if centre.X-swz < br.Min.X {
centre.X = br.Min.X + swz
}
if centre.Y-shz < br.Min.Y {
centre.Y = br.Min.Y + shz
}
if centre.X+swz > br.Max.X {
centre.X = br.Max.X - swz
}
if centre.Y+shz > br.Max.Y {
centre.Y = br.Max.Y - shz
}
// Apply other options
opts.Filter = s.Camera.Filter
// Compute common matrix (parts independent of parallax, which is step 1).
// Moving centre to the origin happens per component.
var comm ebiten.GeoM
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// 2. Zoom and rotate
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comm.Scale(zoom, zoom)
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comm.Rotate(s.Camera.Rotation)
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// 3. Move the origin to the centre of screen space.
comm.Translate(sw2, sh2)
// 4. Apply transforms from the caller.
comm.Concat(opts.GeoM)
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// Draw everything.
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for _, i := range s.Components {
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d, ok := i.(Drawer)
if !ok {
continue
}
pf := 1.0
if s, ok := i.(ParallaxScaler); ok {
pf = s.ParallaxFactor()
}
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var geom ebiten.GeoM
// 1. Move centre to the origin, subject to parallax factor
geom.Translate(-float64(centre.X)*pf, -float64(centre.Y)*pf)
geom.Concat(comm)
opts.GeoM = geom
d.Draw(screen, opts)
}
}
// Prepare does an initial Z-order sort.
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func (s *Scene) Prepare(game *Game) error {
s.sortByDrawOrder()
return nil
}
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// sortByDrawOrder sorts the components by Z position.
// Everything without a Z sorts first. Stable sort is used to avoid Z-fighting
// (among layers without a Z, or those with equal Z).
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func (s *Scene) sortByDrawOrder() {
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sort.SliceStable(s.Components, func(i, j int) bool {
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a, aok := s.Components[i].(Drawer)
b, bok := s.Components[j].(Drawer)
if aok && bok {
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return a.DrawOrder() < b.DrawOrder()
}
return !aok && bok
})
}
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// Scan returns all immediate subcomponents (including the camera, if not nil).
func (s *Scene) Scan() []interface{} {
if s.Camera != nil {
return append(s.Components, s.Camera)
}
return s.Components
}
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// Update calls Update on all Updater components.
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func (s *Scene) Update() error {
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if s.Disabled {
return nil
}
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for _, c := range s.Components {
// Update each updater in turn
if u, ok := c.(Updater); ok {
if err := u.Update(); err != nil {
return err
}
}
}
// Check if the updates put the components out of order; if so, sort
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cz := -math.MaxFloat64 // fun fact: this is min float64
for _, c := range s.Components {
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z, ok := c.(Drawer)
if !ok {
continue
}
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if t := z.DrawOrder(); t >= cz {
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cz = t
continue
}
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s.sortByDrawOrder()
return nil
}
return nil
}