some tidyups
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f8665c82be
commit
cdcad14245
8 changed files with 31 additions and 37 deletions
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@ -23,7 +23,6 @@ type Actor struct {
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}
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func (a *Actor) CollidesAt(p image.Point) bool {
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// TODO: more efficient test?
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hit := false
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Walk(a.collisionDomain, func(c interface{}) bool {
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if coll, ok := c.(Collider); ok {
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@ -20,15 +20,20 @@ type Camera struct {
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Filter ebiten.Filter
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game *Game
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zoomBound float64
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game *Game
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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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// The lower bound on zoom is the larger of
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// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
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zoom := c.Zoom
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if zoom < c.zoomBound {
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zoom = c.zoomBound
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sz := c.Bounds.Size()
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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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// If the configured centre puts the camera out of bounds, move it.
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@ -70,16 +75,5 @@ 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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// 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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c.game = game
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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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// Prepare grabs a copy of game.
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func (c *Camera) Prepare(game *Game) { c.game = game }
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@ -30,7 +30,7 @@ func (p PerfDisplay) Draw(screen *ebiten.Image, _ ebiten.DrawImageOptions) {
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f FPS: %0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS()))
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}
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func (PerfDisplay) Z() float64 {
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func (PerfDisplay) DrawOrder() float64 {
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// Always draw on top
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return math.MaxFloat64
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}
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@ -8,10 +8,10 @@ import (
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// Fill fills the screen with a colour.
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type Fill struct {
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Color color.Color
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Color color.Color
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DrawOrder
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Hidden bool
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ID
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DrawOrder
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}
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func (f *Fill) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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@ -16,9 +16,9 @@ func init() {
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type Scene struct {
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Components []interface{}
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Disabled bool
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Hidden bool
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ID
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DrawOrder
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Hidden bool
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ID
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}
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// Draw draws all components in order.
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@ -26,6 +26,7 @@ func (s *Scene) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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if s.Hidden {
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return
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}
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// Draw everything.
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for _, i := range s.Components {
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if d, ok := i.(Drawer); ok {
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d.Draw(screen, opts)
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@ -34,7 +35,7 @@ func (s *Scene) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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}
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// Prepare does an initial Z-order sort.
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func (s *Scene) Prepare(*Game) { s.sortByDrawOrder() }
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func (s *Scene) Prepare(game *Game) { s.sortByDrawOrder() }
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// sortByDrawOrder sorts the components by Z position.
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// Everything without a Z sorts first. Stable sort is used to avoid Z-fighting
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@ -14,12 +14,12 @@ func init() {
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// Sprite combines an Actor with the ability to Draw from a single spritesheet.
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type Sprite struct {
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Actor
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DrawOrder
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FrameSize image.Point
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FrameOffset image.Point
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Hidden bool
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ID
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Src ImageRef
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DrawOrder
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anim *Anim
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}
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@ -16,14 +16,14 @@ func init() {
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// Tilemap renders a grid of tiles.
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type Tilemap struct {
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Disabled bool
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Hidden bool
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DrawOrder
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Hidden bool
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ID
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Map map[image.Point]Tile
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Ersatz bool // "fake wall"
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Offset image.Point // world coordinates
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Src ImageRef
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TileSize int
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DrawOrder
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}
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// CollidesWith implements Collider.
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20
main.go
20
main.go
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@ -51,15 +51,15 @@ func main() {
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ID: "level_1",
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Components: []interface{}{
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&engine.Fill{
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Color: color.Gray{100},
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DrawOrder: 0,
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Color: color.Gray{100},
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DrawOrder: 0,
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},
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&engine.Tilemap{
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ID: "terrain",
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Map: tiles,
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Src: engine.ImageRef{Path: "assets/boxes.png"},
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TileSize: 16,
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DrawOrder: 1,
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ID: "terrain",
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DrawOrder: 1,
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Map: tiles,
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Src: engine.ImageRef{Path: "assets/boxes.png"},
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TileSize: 16,
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},
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&engine.SolidRect{
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ID: "ceiling",
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@ -74,7 +74,7 @@ func main() {
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Rect: image.Rect(320, 0, 321, 240),
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},
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&game.Awakeman{
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CameraID: "level_1_camera",
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CameraID: "game_camera",
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Sprite: engine.Sprite{
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ID: "awakeman",
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Actor: engine.Actor{
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@ -82,10 +82,10 @@ func main() {
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Pos: image.Pt(100, 100),
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Size: image.Pt(8, 16),
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},
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DrawOrder: 2,
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FrameOffset: image.Pt(-1, 0),
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FrameSize: image.Pt(10, 16),
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Src: engine.ImageRef{Path: "assets/aw.png"},
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DrawOrder: 2,
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},
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},
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},
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@ -101,8 +101,8 @@ func main() {
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KeyCombo: []ebiten.Key{ebiten.KeyControl, ebiten.KeyD},
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},
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&engine.Camera{
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ID: "level_1_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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Scene: level1,
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},
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engine.PerfDisplay{},
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