why bother having a call that does reordering when the objects are being linearly scanned anyway
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parent
058afc189c
commit
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2 changed files with 14 additions and 10 deletions
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@ -1,6 +1,7 @@
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package engine
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import (
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"math"
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"sort"
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"github.com/hajimehoshi/ebiten/v2"
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@ -25,8 +26,6 @@ type ZPositioner interface {
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type Scene struct {
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Components []interface{}
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Transform ebiten.GeoM
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needsSort bool
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}
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// Draw draws all components in order.
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@ -39,16 +38,10 @@ func (s *Scene) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
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}
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}
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// SetNeedsSort informs l that its layers may be out of order.
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func (s *Scene) SetNeedsSort() {
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s.needsSort = true
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}
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// sortByZ sorts the components by Z position.
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// Stable sort is used to avoid Z-fighting among layers without a Z, or
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// among those with equal Z. All non-ZPositioners are sorted first.
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func (s *Scene) sortByZ() {
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s.needsSort = false
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sort.SliceStable(s.Components, func(i, j int) bool {
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a, aok := s.Components[i].(ZPositioner)
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b, bok := s.Components[j].(ZPositioner)
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@ -61,14 +54,26 @@ func (s *Scene) sortByZ() {
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// Update calls Update on all Updater components.
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func (s *Scene) Update() error {
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needsSort := false
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curZ := -math.MaxFloat64 // this is min float64
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for _, c := range s.Components {
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// Update each updater in turn
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if u, ok := c.(Updater); ok {
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if err := u.Update(); err != nil {
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return err
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}
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}
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if !needsSort {
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// Check if the update put the components out of order
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if z, ok := c.(ZPositioner); ok {
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if t := z.Z(); t < curZ {
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needsSort = true
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curZ = t
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}
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if s.needsSort {
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}
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}
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}
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if needsSort {
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s.sortByZ()
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}
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return nil
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1
main.go
1
main.go
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@ -87,7 +87,6 @@ func main() {
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},
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},
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}
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game.Scene.SetNeedsSort()
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if err := ebiten.RunGame(game); err != nil {
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log.Fatalf("Game error: %v", err)
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