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
import (
"compress/gzip"
"encoding/gob"
"image"
"io/fs"
"log"
@ -71,3 +73,31 @@ func (r *ImageRef) Image() *ebiten.Image {
imageCache[r.Path] = 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

@ -28,7 +28,6 @@ type Camera struct {
Scene *Scene
// Camera controls
Bounds image.Rectangle // world coordinates
Centre image.Point // world coordinates
Filter ebiten.Filter
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
// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
zoom := c.Zoom
sz := c.Bounds.Size()
sz := c.Scene.Bounds.Size()
if z := float64(c.game.ScreenWidth) / float64(sz.X); 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)) }.
sw2, sh2 := float64(c.game.ScreenWidth/2), float64(c.game.ScreenHeight/2)
swz, shz := int(sw2/zoom), int(sh2/zoom)
if centre.X-swz < c.Bounds.Min.X {
centre.X = c.Bounds.Min.X + swz
if centre.X-swz < c.Scene.Bounds.Min.X {
centre.X = c.Scene.Bounds.Min.X + swz
}
if centre.Y-shz < c.Bounds.Min.Y {
centre.Y = c.Bounds.Min.Y + shz
if centre.Y-shz < c.Scene.Bounds.Min.Y {
centre.Y = c.Scene.Bounds.Min.Y + shz
}
if centre.X+swz > c.Bounds.Max.X {
centre.X = c.Bounds.Max.X - swz
if centre.X+swz > c.Scene.Bounds.Max.X {
centre.X = c.Scene.Bounds.Max.X - swz
}
if centre.Y+shz > c.Bounds.Max.Y {
centre.Y = c.Bounds.Max.Y - shz
if centre.Y+shz > c.Scene.Bounds.Max.Y {
centre.Y = c.Scene.Bounds.Max.Y - shz
}
// Apply other options

View file

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

View file

@ -49,6 +49,7 @@ func main() {
level1 := &engine.Scene{
ID: "level_1",
Bounds: image.Rect(-32, -32, 320+32, 240+32),
Components: []interface{}{
&engine.Fill{
Color: color.Gray{100},
@ -108,7 +109,6 @@ func main() {
KeyCombo: []ebiten.Key{ebiten.KeyControl, ebiten.KeyD},
},
&engine.Camera{
Bounds: image.Rect(-32, -32, 320+32, 240+32),
ID: "game_camera",
Scene: level1,
},