draw ordering works now

This commit is contained in:
Josh Deprez 2021-09-11 13:00:23 +10:00
parent ad2346f9ff
commit f8dd02c072
6 changed files with 159 additions and 46 deletions

View file

@ -40,10 +40,8 @@ func (d *DebugToast) Draw(screen *ebiten.Image, _ *ebiten.DrawImageOptions) {
ebitenutil.DebugPrintAt(screen, d.Text, d.Pos.X, d.Pos.Y) ebitenutil.DebugPrintAt(screen, d.Text, d.Pos.X, d.Pos.Y)
} }
func (DebugToast) DrawAfter(x Drawer) bool { func (DebugToast) DrawAfter(x Drawer) bool { return x != Tombstone{} }
// Always draw on top func (DebugToast) DrawBefore(x Drawer) bool { return x == Tombstone{} }
return x != Tombstone{}
}
func (d *DebugToast) Toast(text string) { func (d *DebugToast) Toast(text string) {
d.Text = text d.Text = text
@ -67,7 +65,5 @@ func (p PerfDisplay) Draw(screen *ebiten.Image, _ *ebiten.DrawImageOptions) {
ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f FPS: %0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS())) ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f FPS: %0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS()))
} }
func (PerfDisplay) DrawAfter(x Drawer) bool { func (PerfDisplay) DrawAfter(x Drawer) bool { return x != Tombstone{} }
// Always draw on top func (PerfDisplay) DrawBefore(x Drawer) bool { return x == Tombstone{} }
return x != Tombstone{}
}

View file

@ -176,7 +176,8 @@ func (g *Game) Update() error {
} }
// Sort the draw list (on every frame - this isn't as bad as it sounds) // Sort the draw list (on every frame - this isn't as bad as it sounds)
sort.Stable(g.drawList) //sort.Stable(g.drawList)
sort.Sort(g.drawList)
// Truncate tombstones from the end. // Truncate tombstones from the end.
for i := len(g.drawList) - 1; i >= 0; i-- { for i := len(g.drawList) - 1; i >= 0; i-- {
if g.drawList[i] == (Tombstone{}) { if g.drawList[i] == (Tombstone{}) {
@ -430,13 +431,14 @@ type Tombstone struct{}
func (Tombstone) Draw(*ebiten.Image, *ebiten.DrawImageOptions) {} func (Tombstone) Draw(*ebiten.Image, *ebiten.DrawImageOptions) {}
func (Tombstone) DrawAfter(x Drawer) bool { func (Tombstone) DrawAfter(x Drawer) bool { return x != Tombstone{} }
return x != Tombstone{} func (Tombstone) DrawBefore(Drawer) bool { return false }
}
type drawList []Drawer type drawList []Drawer
func (d drawList) Less(i, j int) bool { return d[j].DrawAfter(d[i]) } func (d drawList) Less(i, j int) bool {
return d[i].DrawBefore(d[j]) || d[j].DrawAfter(d[i])
}
func (d drawList) Len() int { return len(d) } func (d drawList) Len() int { return len(d) }
func (d drawList) Swap(i, j int) { d[i], d[j] = d[j], d[i] } func (d drawList) Swap(i, j int) { d[i], d[j] = d[j], d[i] }

View file

@ -71,8 +71,9 @@ type Disabler interface {
// must call Draw on any internal components not known to the engine (i.e. not // must call Draw on any internal components not known to the engine (i.e. not
// passed to Game.Register or returned from Scan). // passed to Game.Register or returned from Scan).
type Drawer interface { type Drawer interface {
Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) Draw(*ebiten.Image, *ebiten.DrawImageOptions)
DrawAfter(x Drawer) bool DrawAfter(Drawer) bool
DrawBefore(Drawer) bool
} }
// Hider components can be hidden. // Hider components can be hidden.

View file

@ -43,17 +43,28 @@ func (h *Hidden) Show() { *h = false }
// ZPosition implements DrawAfter and DrawPosition as a simple Z coordinate. // ZPosition implements DrawAfter and DrawPosition as a simple Z coordinate.
type ZPosition int type ZPosition int
// DrawAfter reports if z > x.Z. // DrawAfter reports if z >= x.Max.Z.
func (z ZPosition) DrawAfter(x Drawer) bool { func (z ZPosition) DrawAfter(x Drawer) bool {
switch d := x.(type) { switch d := x.(type) {
case BoundingBoxer: case BoundingBoxer:
return int(z) > d.BoundingBox().Max.Z return int(z) >= d.BoundingBox().Max.Z
case zpositioner: case zpositioner:
return z.zposition() > d.zposition() return z.zposition() > d.zposition()
} }
return false return false
} }
// DrawBefore reports if z < x.Min.Z.
func (z ZPosition) DrawBefore(x Drawer) bool {
switch d := x.(type) {
case BoundingBoxer:
return int(z) < d.BoundingBox().Min.Z
case zpositioner:
return z.zposition() < d.zposition()
}
return false
}
func (z ZPosition) zposition() int { return int(z) } func (z ZPosition) zposition() int { return int(z) }
type zpositioner interface { type zpositioner interface {

View file

@ -147,31 +147,95 @@ func (p *Prism) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
func (p *Prism) DrawAfter(x Drawer) bool { func (p *Prism) DrawAfter(x Drawer) bool {
pb := p.BoundingBox() pb := p.BoundingBox()
switch d := x.(type) { switch d := x.(type) {
case *Prism:
if p.pos.Z == d.pos.Z {
return p.pos.Y < d.pos.Y
}
return p.pos.Z > d.pos.Z
case BoundingBoxer: case BoundingBoxer:
xb := d.BoundingBox() xb := d.BoundingBox()
// Z ? if pb.Max.Z <= xb.Min.Z { // p is behind x
if pb.Min.Z >= xb.Max.Z { // p is unambiguously in front /*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
return true log.Print("p.DrawAfter: prism is behind sprite")
} }*/
if pb.Max.Z <= xb.Min.Z { // p is unambiguously behind
return false return false
} }
// Y ? (NB: up is negative) if pb.Min.Z >= xb.Max.Z { // p is in front of x
if pb.Max.Y <= xb.Min.Y { // p is above /*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
log.Print("p.DrawAfter: prism is in front of sprite")
}*/
return true return true
} }
if pb.Min.Y >= xb.Max.Y { // p is below if pb.Min.Y >= xb.Max.Y { // p is below x
/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
log.Print("p.DrawAfter: prism is below sprite")
}*/
return false return false
} }
if pb.Max.Y <= xb.Min.Y { // p is above x
/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
log.Print("p.DrawAfter: prism is above sprite")
}*/
return true
}
// The hexagon special // The hexagon special
if pb.Min.Z+8 >= xb.Max.Z {
return true
}
if pb.Min.Z+8 <= xb.Min.Z { if pb.Min.Z+8 <= xb.Min.Z {
return false return false
} }
if pb.Min.Z+8 >= xb.Max.Z {
return true
}
case zpositioner: case zpositioner:
return pb.Min.Z > int(d.zposition()) return pb.Min.Z > int(d.zposition()) // p is after x
}
return false
}
// DrawBefore reports if the prism should be drawn before x.
func (p *Prism) DrawBefore(x Drawer) bool {
pb := p.BoundingBox()
switch d := x.(type) {
case *Prism:
if p.pos.Z == d.pos.Z {
return p.pos.Y > d.pos.Y
}
return p.pos.Z < d.pos.Z
case BoundingBoxer:
xb := d.BoundingBox()
if pb.Min.Z >= xb.Max.Z { // p is in front of x
/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
log.Print("p.DrawBefore: prism is in front of sprite")
}*/
return false
}
if pb.Max.Z <= xb.Min.Z { // p is behind x
/*if _, ok := x.(*Sprite); ok && pb.Min.Y < 0 {
log.Print("p.DrawBefore: prism is behind sprite")
}*/
return true
}
if pb.Max.Y <= xb.Min.Y { // p is above x
/*if pb.Min.Y < 0 {
log.Print("p.DrawBefore: prism is above sprite")
}*/
return false
}
if pb.Min.Y >= xb.Max.Y { // p is below x
/*if pb.Min.Y < 0 {
log.Print("p.DrawBefore: prism is below sprite")
}*/
return true
}
// The hexagon special
if pb.Min.Z+8 >= xb.Max.Z {
return false
}
if pb.Min.Z+8 <= xb.Min.Z {
return true
}
case zpositioner:
return pb.Max.Z < int(d.zposition()) // p is before x
} }
return false return false
} }

View file

@ -39,35 +39,74 @@ func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
screen.DrawImage(s.Sheet.SubImage(s.anim.Cell()), opts) screen.DrawImage(s.Sheet.SubImage(s.anim.Cell()), opts)
} }
// DrawAfter reports if the sprite must be drawn after x. // DrawAfter reports if the sprite should be drawn after x.
func (s *Sprite) DrawAfter(x Drawer) bool { func (s *Sprite) DrawAfter(x Drawer) bool {
sb := s.BoundingBox() sb := s.BoundingBox()
switch d := x.(type) { switch d := x.(type) {
case BoundingBoxer: case BoundingBoxer:
xb := d.BoundingBox() xb := d.BoundingBox()
// Z ? if sb.Max.Z <= xb.Min.Z { // s is behind x
if sb.Min.Z >= xb.Max.Z { // s is unambiguously in front /*if xb.Min.Y < 0 {
return true log.Print("s.DrawAfter: sprite is behind prism")
} }*/
if sb.Max.Z <= xb.Min.Z { // s is unambiguously behind
return false return false
} }
// Y ? (NB: up is negative) if sb.Min.Z >= xb.Max.Z { // s is in front of x
if sb.Max.Y <= xb.Min.Y { // s is unambiguously above /*if xb.Min.Y < 0 {
log.Print("s.DrawAfter: sprite is in front of prism")
}*/
return true return true
} }
if sb.Min.Y >= xb.Max.Y { // s is unambiguously below if sb.Min.Y >= xb.Max.Y { // s is below x
/*if xb.Min.Y < 0 {
log.Print("s.DrawAfter: sprite is below prism")
}*/
return false return false
} }
// Hexagon special if sb.Max.Y <= xb.Min.Y { // s is above x
if sb.Min.Z > xb.Min.Z+8 { /*if xb.Min.Y < 0 {
log.Print("s.DrawAfter: sprite is above prism")
}*/
return true return true
} }
if sb.Max.Z < sb.Min.Z+8 {
return false
}
case zpositioner: case zpositioner:
return sb.Min.Z > int(d.zposition()) return sb.Min.Z > int(d.zposition()) // s is after
}
return false
}
// DrawBefore reports if the sprite should be drawn before x.
func (s *Sprite) DrawBefore(x Drawer) bool {
sb := s.BoundingBox()
switch d := x.(type) {
case BoundingBoxer:
xb := d.BoundingBox()
if sb.Min.Z >= xb.Max.Z { // s is in front of x
/*if xb.Min.Y < 0 {
log.Print("s.DrawBefore: sprite is in front of prism")
}*/
return false
}
if sb.Max.Z <= xb.Min.Z { // s is behind x
/*if xb.Min.Y < 0 {
log.Print("s.DrawBefore: sprite is behind prism")
}*/
return true
}
if sb.Max.Y <= xb.Min.Y { // s is above x
/*if xb.Min.Y < 0 {
log.Print("s.DrawBefore: sprite is above prism")
}*/
return false
}
if sb.Min.Y >= xb.Max.Y { // s is below x
/*if xb.Min.Y < 0 {
log.Print("s.DrawBefore: sprite is below prism")
}*/
return true
}
case zpositioner:
return sb.Max.Z < int(d.zposition()) // s is before
} }
return false return false
} }