compute zoom bound on prepare
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c6ead101bd
commit
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2 changed files with 24 additions and 16 deletions
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@ -6,11 +6,13 @@ import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2"
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)
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)
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// Camera models a camera that is viewing a scene. Changes to the
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// configuration take effect immediately.
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type Camera struct {
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type Camera struct {
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ID
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ID
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Scene *Scene
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Scene *Scene
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// camera controls
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// Camera controls
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Bounds image.Rectangle // world coordinates
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Bounds image.Rectangle // world coordinates
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Centre image.Point // world coordinates
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Centre image.Point // world coordinates
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//Rotation float64 // radians
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//Rotation float64 // radians
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@ -19,22 +21,18 @@ type Camera struct {
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Filter ebiten.Filter
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Filter ebiten.Filter
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game *Game
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game *Game
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zoomBound float64
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}
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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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func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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// If the camera bounds are smaller than the screen dimensions, that
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zoom := c.Zoom
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// places a lower bound on zoom.
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if zoom < c.zoomBound {
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// If the configured centre still puts the camera out of bounds, move it.
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zoom = c.zoomBound
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centre, zoom := c.Centre, c.Zoom
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if sz := c.Bounds.Size(); sz.X < c.game.ScreenWidth || sz.Y < c.game.ScreenHeight {
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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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}
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}
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// If the configured centre still 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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// 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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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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swz, shz := int(sw2/zoom), int(sh2/zoom)
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@ -60,18 +58,28 @@ func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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// 3. Move the origin to the centre of screen space.
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// 3. Move the origin to the centre of screen space.
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opts.GeoM.Translate(sw2, sh2)
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opts.GeoM.Translate(sw2, sh2)
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// Apply other options
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opts.Filter = c.Filter
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opts.Filter = c.Filter
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c.Scene.Draw(screen, opts)
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c.Scene.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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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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func (c *Camera) Scan() []interface{} { return []interface{}{c.Scene} }
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// Prepare, among other things, computes the lower bound for Zoom based on
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// c.Bounds and game.ScreenWidth/Height.
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func (c *Camera) Prepare(game *Game) {
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func (c *Camera) Prepare(game *Game) {
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c.game = game
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c.game = game
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if c.Zoom == 0 {
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c.Zoom = 1
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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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sz := c.Bounds.Size()
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c.zoomBound = float64(c.game.ScreenWidth) / float64(sz.X)
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if z := float64(c.game.ScreenHeight) / float64(sz.Y); c.zoomBound < z {
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c.zoomBound = z
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}
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}
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}
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}
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2
main.go
2
main.go
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@ -96,7 +96,7 @@ func main() {
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},
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},
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&engine.Camera{
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&engine.Camera{
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ID: "level_1_camera",
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ID: "level_1_camera",
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Bounds: image.Rect(-16, -16, 320+16, 240+16),
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Bounds: image.Rect(-32, -32, 320+32, 240+32),
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Scene: level1,
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Scene: level1,
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},
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},
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engine.PerfDisplay{},
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engine.PerfDisplay{},
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