move Bounds from Camera to Scene; add SceneRef
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parent
eed4909fb7
commit
91bf4939e7
4 changed files with 48 additions and 17 deletions
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@ -1,6 +1,8 @@
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package engine
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package engine
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import (
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import (
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"compress/gzip"
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"encoding/gob"
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"image"
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"image"
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"io/fs"
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"io/fs"
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"log"
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"log"
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@ -71,3 +73,31 @@ func (r *ImageRef) Image() *ebiten.Image {
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imageCache[r.Path] = r.image
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imageCache[r.Path] = r.image
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return r.image
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return r.image
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}
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}
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// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
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type SceneRef struct {
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Path string
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scene *Scene
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}
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func (r *SceneRef) Scene() *Scene {
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if r.scene != nil {
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return r.scene
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}
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f, err := AssetFS.Open(r.Path)
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if err != nil {
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log.Fatalf("Couldn't open asset: %v", err)
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}
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defer f.Close()
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gz, err := gzip.NewReader(f)
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if err != nil {
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log.Fatalf("Couldn't gunzip asset: %v", err)
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}
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r.scene = new(Scene)
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if err := gob.NewDecoder(gz).Decode(r.scene); err != nil {
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log.Fatalf("Couldn't decode asset: %v", err)
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}
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return r.scene
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}
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@ -28,7 +28,6 @@ type Camera struct {
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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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Centre image.Point // world coordinates
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Centre image.Point // world coordinates
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Filter ebiten.Filter
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Filter ebiten.Filter
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Zoom float64 // unitless
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Zoom float64 // unitless
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@ -45,7 +44,7 @@ func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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// The lower bound on zoom is the larger of
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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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// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
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zoom := c.Zoom
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zoom := c.Zoom
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sz := c.Bounds.Size()
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sz := c.Scene.Bounds.Size()
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if z := float64(c.game.ScreenWidth) / float64(sz.X); zoom < z {
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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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zoom = z
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}
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}
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@ -58,17 +57,17 @@ func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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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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if centre.X-swz < c.Bounds.Min.X {
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if centre.X-swz < c.Scene.Bounds.Min.X {
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centre.X = c.Bounds.Min.X + swz
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centre.X = c.Scene.Bounds.Min.X + swz
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}
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}
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if centre.Y-shz < c.Bounds.Min.Y {
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if centre.Y-shz < c.Scene.Bounds.Min.Y {
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centre.Y = c.Bounds.Min.Y + shz
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centre.Y = c.Scene.Bounds.Min.Y + shz
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}
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}
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if centre.X+swz > c.Bounds.Max.X {
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if centre.X+swz > c.Scene.Bounds.Max.X {
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centre.X = c.Bounds.Max.X - swz
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centre.X = c.Scene.Bounds.Max.X - swz
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}
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}
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if centre.Y+shz > c.Bounds.Max.Y {
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if centre.Y+shz > c.Scene.Bounds.Max.Y {
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centre.Y = c.Bounds.Max.Y - shz
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centre.Y = c.Scene.Bounds.Max.Y - shz
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}
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}
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// Apply other options
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// Apply other options
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@ -2,6 +2,7 @@ package engine
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import (
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import (
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"encoding/gob"
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"encoding/gob"
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"image"
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"math"
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"math"
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"sort"
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"sort"
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@ -24,11 +25,12 @@ func init() {
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// Scene manages drawing and updating a bunch of components.
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// Scene manages drawing and updating a bunch of components.
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type Scene struct {
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type Scene struct {
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Bounds image.Rectangle // world coordinates
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Components []interface{}
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Components []interface{}
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Disabled bool
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Disabled bool
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ZOrder
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Hidden bool
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Hidden bool
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ID
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ID
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ZOrder
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}
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}
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// Draw draws all components in order.
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// Draw draws all components in order.
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2
main.go
2
main.go
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@ -49,6 +49,7 @@ func main() {
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level1 := &engine.Scene{
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level1 := &engine.Scene{
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ID: "level_1",
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ID: "level_1",
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Bounds: image.Rect(-32, -32, 320+32, 240+32),
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Components: []interface{}{
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Components: []interface{}{
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&engine.Fill{
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&engine.Fill{
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Color: color.Gray{100},
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Color: color.Gray{100},
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@ -108,7 +109,6 @@ func main() {
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KeyCombo: []ebiten.Key{ebiten.KeyControl, ebiten.KeyD},
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KeyCombo: []ebiten.Key{ebiten.KeyControl, ebiten.KeyD},
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},
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},
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&engine.Camera{
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&engine.Camera{
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Bounds: image.Rect(-32, -32, 320+32, 240+32),
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ID: "game_camera",
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ID: "game_camera",
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Scene: level1,
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Scene: level1,
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},
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},
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