move Bounds from Camera to Scene; add SceneRef

This commit is contained in:
Josh Deprez 2021-08-20 13:45:01 +10:00
parent eed4909fb7
commit 91bf4939e7
4 changed files with 48 additions and 17 deletions

View file

@ -1,6 +1,8 @@
package engine package engine
import ( import (
"compress/gzip"
"encoding/gob"
"image" "image"
"io/fs" "io/fs"
"log" "log"
@ -71,3 +73,31 @@ func (r *ImageRef) Image() *ebiten.Image {
imageCache[r.Path] = r.image imageCache[r.Path] = r.image
return r.image return r.image
} }
// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
type SceneRef struct {
Path string
scene *Scene
}
func (r *SceneRef) Scene() *Scene {
if r.scene != nil {
return r.scene
}
f, err := AssetFS.Open(r.Path)
if err != nil {
log.Fatalf("Couldn't open asset: %v", err)
}
defer f.Close()
gz, err := gzip.NewReader(f)
if err != nil {
log.Fatalf("Couldn't gunzip asset: %v", err)
}
r.scene = new(Scene)
if err := gob.NewDecoder(gz).Decode(r.scene); err != nil {
log.Fatalf("Couldn't decode asset: %v", err)
}
return r.scene
}

View file

@ -28,8 +28,7 @@ type Camera struct {
Scene *Scene Scene *Scene
// Camera controls // Camera controls
Bounds image.Rectangle // world coordinates Centre image.Point // world coordinates
Centre image.Point // world coordinates
Filter ebiten.Filter Filter ebiten.Filter
Zoom float64 // unitless Zoom float64 // unitless
@ -45,7 +44,7 @@ func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
// The lower bound on zoom is the larger of // The lower bound on zoom is the larger of
// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) } // { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
zoom := c.Zoom zoom := c.Zoom
sz := c.Bounds.Size() sz := c.Scene.Bounds.Size()
if z := float64(c.game.ScreenWidth) / float64(sz.X); zoom < z { if z := float64(c.game.ScreenWidth) / float64(sz.X); zoom < z {
zoom = z zoom = z
} }
@ -58,17 +57,17 @@ func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
// Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }. // Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }.
sw2, sh2 := float64(c.game.ScreenWidth/2), float64(c.game.ScreenHeight/2) sw2, sh2 := float64(c.game.ScreenWidth/2), float64(c.game.ScreenHeight/2)
swz, shz := int(sw2/zoom), int(sh2/zoom) swz, shz := int(sw2/zoom), int(sh2/zoom)
if centre.X-swz < c.Bounds.Min.X { if centre.X-swz < c.Scene.Bounds.Min.X {
centre.X = c.Bounds.Min.X + swz centre.X = c.Scene.Bounds.Min.X + swz
} }
if centre.Y-shz < c.Bounds.Min.Y { if centre.Y-shz < c.Scene.Bounds.Min.Y {
centre.Y = c.Bounds.Min.Y + shz centre.Y = c.Scene.Bounds.Min.Y + shz
} }
if centre.X+swz > c.Bounds.Max.X { if centre.X+swz > c.Scene.Bounds.Max.X {
centre.X = c.Bounds.Max.X - swz centre.X = c.Scene.Bounds.Max.X - swz
} }
if centre.Y+shz > c.Bounds.Max.Y { if centre.Y+shz > c.Scene.Bounds.Max.Y {
centre.Y = c.Bounds.Max.Y - shz centre.Y = c.Scene.Bounds.Max.Y - shz
} }
// Apply other options // Apply other options

View file

@ -2,6 +2,7 @@ package engine
import ( import (
"encoding/gob" "encoding/gob"
"image"
"math" "math"
"sort" "sort"
@ -24,11 +25,12 @@ func init() {
// Scene manages drawing and updating a bunch of components. // Scene manages drawing and updating a bunch of components.
type Scene struct { type Scene struct {
Bounds image.Rectangle // world coordinates
Components []interface{} Components []interface{}
Disabled bool Disabled bool
ZOrder Hidden bool
Hidden bool
ID ID
ZOrder
} }
// Draw draws all components in order. // Draw draws all components in order.

View file

@ -48,7 +48,8 @@ func main() {
} }
level1 := &engine.Scene{ level1 := &engine.Scene{
ID: "level_1", ID: "level_1",
Bounds: image.Rect(-32, -32, 320+32, 240+32),
Components: []interface{}{ Components: []interface{}{
&engine.Fill{ &engine.Fill{
Color: color.Gray{100}, Color: color.Gray{100},
@ -108,9 +109,8 @@ func main() {
KeyCombo: []ebiten.Key{ebiten.KeyControl, ebiten.KeyD}, KeyCombo: []ebiten.Key{ebiten.KeyControl, ebiten.KeyD},
}, },
&engine.Camera{ &engine.Camera{
Bounds: image.Rect(-32, -32, 320+32, 240+32), ID: "game_camera",
ID: "game_camera", Scene: level1,
Scene: level1,
}, },
engine.PerfDisplay{}, engine.PerfDisplay{},
}, },