game does drawing

This commit is contained in:
Josh Deprez 2021-08-31 22:05:21 +10:00
parent a05cf83a7b
commit 46c6a72fdd
5 changed files with 62 additions and 28 deletions

View file

@ -11,6 +11,7 @@ import (
var _ interface {
Identifier
Prepper
Transformer
} = &Camera{}
func init() {
@ -37,3 +38,13 @@ func (c *Camera) Prepare(game *Game) error {
c.game = game
return nil
}
// Transform returns the camera transform.
func (c *Camera) Transform() ebiten.DrawImageOptions {
var opts ebiten.DrawImageOptions
opts.GeoM.Translate(float2(c.Centre.Mul(-1)))
opts.GeoM.Scale(c.Zoom, c.Zoom)
opts.GeoM.Rotate(c.Rotation)
opts.GeoM.Translate(float64(c.game.ScreenWidth/2), float64(c.game.ScreenHeight/2))
return opts
}

View file

@ -13,7 +13,7 @@ import (
"github.com/hajimehoshi/ebiten/v2"
)
const gameDoesEverything = false
const gameDoesEverything = true
var _ interface {
Disabler
@ -68,60 +68,71 @@ func (d drawers) Less(i, j int) bool { return d[i].DrawOrder() < d[j].DrawOrder(
func (d drawers) Len() int { return len(d) }
func (d drawers) Swap(i, j int) { d[i], d[j] = d[j], d[i] }
func concatOpts(a, b ebiten.DrawImageOptions) ebiten.DrawImageOptions {
a.ColorM.Concat(b.ColorM)
a.GeoM.Concat(b.GeoM)
a.CompositeMode = b.CompositeMode
a.Filter = b.Filter
return a
}
// Draw draws the entire thing, with default draw options.
func (g *Game) Draw(screen *ebiten.Image) {
if g.Hidden {
return
}
if !gameDoesEverything {
g.Root.Draw(screen, ebiten.DrawImageOptions{})
}
if gameDoesEverything {
hidden := map[interface{}]bool{
g: false, // g.Hidden checked above
type state struct {
hidden bool
opts ebiten.DrawImageOptions
}
transform := map[interface{}]ebiten.DrawImageOptions{
g: {},
accum := map[interface{}]state{
g: {hidden: false},
}
// draw everything
for _, d := range g.drawList {
// directly hidden?
// is d directly hidden?
if h, ok := d.(Hider); ok && h.IsHidden() {
hidden[d] = true
continue
accum[d] = state{hidden: true}
continue // skip drawing
}
// hidden by parent?
// walk up the parents to find the lowest known
hid := false
// walk up g.par to find the nearest parent state in accum
var st state
stack := []interface{}{d}
for p := g.par[d]; p != nil; p = g.par[p] {
if h, found := hidden[p]; found {
hid = h
for p := g.par[d]; ; p = g.par[p] {
if s, found := accum[p]; found {
st = s
break
}
stack = append(stack, p)
}
// unwind the stack, setting known values
// unwind the stack, accumulating state along the way
for len(stack) > 0 {
l1 := len(stack) - 1
p := stack[l1]
stack = stack[:l1]
if h, ok := p.(Hider); ok {
hid = hid || h.IsHidden()
hidden[p] = hid
st.hidden = st.hidden || h.IsHidden()
}
if st.hidden {
accum[p] = state{hidden: true}
continue
}
if t, ok := p.(Transformer); ok {
st.opts = concatOpts(t.Transform(), st.opts)
}
accum[p] = st
}
// now...skip if hidden
if hid {
// now...skip drawing if hidden :P
if st.hidden {
continue
}
if t, ok := d.(Transformer); ok {
transform[t] = t.Transform() // concatted with parent transform...
}
d.Draw(screen, ebiten.DrawImageOptions{})
d.Draw(screen, st.opts)
}
} else { // !gameDoesEverything
g.Root.Draw(screen, ebiten.DrawImageOptions{})
}
}

View file

@ -156,6 +156,7 @@ type Scener interface {
Identifier
Prepper
Scanner
Transformer
Updater
}

View file

@ -28,7 +28,7 @@ type Scene struct {
// Draw draws all components in order.
func (s *Scene) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
if s.Hidden {
if s.Hidden || gameDoesEverything {
return
}
if s.Camera == nil {
@ -106,6 +106,14 @@ func (s *Scene) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
}
}
// Transform returns the camera transform
func (s *Scene) Transform() ebiten.DrawImageOptions {
if s.Camera == nil {
return ebiten.DrawImageOptions{}
}
return s.Camera.Transform()
}
// Prepare does an initial Z-order sort.
func (s *Scene) Prepare(game *Game) error {
s.sortByDrawOrder()

View file

@ -88,5 +88,8 @@ func (r SceneRef) Prepare(g *Game) error { return r.scene.Prepare(g) }
// Scan returns the components in the scene.
func (r SceneRef) Scan() []interface{} { return r.scene.Scan() }
// Transform returns the value of Transform from the scene.
func (r SceneRef) Transform() ebiten.DrawImageOptions { return r.scene.Transform() }
// Update updates the scene.
func (r SceneRef) Update() error { return r.scene.Update() }