package engine import ( "encoding/gob" "image" "github.com/hajimehoshi/ebiten/v2" ) // Ensure Camera satisfies interfaces. var _ interface { Identifier Prepper Scanner Transformer } = &Camera{} func init() { gob.Register(&Camera{}) } // Camera models a camera that is viewing something. type Camera struct { ID Child interface{} // Camera controls // These directly manipulate the camera. If you want to restrict the camera // view area to the child's bounding rectangle, use PointAt. Centre image.Point // voxel coordinates Rotation float64 // radians Zoom float64 // unitless game *Game } // PointAt points the camera at a particular centre point and zoom, but adjusts // for the bounds of the child component (if available). func (c *Camera) PointAt(centre Int3, zoom float64) { // Special sauce: if Child has a BoundingRect, make some adjustments bnd, ok := c.Child.(Bounder) if !ok { c.Centre = c.game.Projection.Project(centre) c.Zoom = zoom return } // The child has boundaries; respect them. br := bnd.BoundingRect() // The lower bound on zoom is the larger of // { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) } sz := br.Size() if z := float64(c.game.ScreenSize.X) / float64(sz.X); zoom < z { zoom = z } if z := float64(c.game.ScreenSize.Y) / float64(sz.Y); zoom < z { zoom = z } // If the configured centre puts the camera out of bounds, move it. // Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }. sw2, sh2 := cfloat(c.game.ScreenSize.Div(2)) swz, shz := int(sw2/zoom), int(sh2/zoom) cent := c.game.Projection.Project(centre) if cent.X-swz < br.Min.X { cent.X = br.Min.X + swz } if cent.Y-shz < br.Min.Y { cent.Y = br.Min.Y + shz } if cent.X+swz > br.Max.X { cent.X = br.Max.X - swz } if cent.Y+shz > br.Max.Y { cent.Y = br.Max.Y - shz } c.Centre, c.Zoom = cent, zoom } // Prepare grabs a copy of game (needed for screen dimensions) func (c *Camera) Prepare(game *Game) error { c.game = game return nil } // Scan returns s.Child. func (c *Camera) Scan() []interface{} { return []interface{}{c.Child} } // Transform returns the camera transform. func (c *Camera) Transform() (opts ebiten.DrawImageOptions) { opts.GeoM.Translate(cfloat(c.Centre.Mul(-1))) opts.GeoM.Scale(c.Zoom, c.Zoom) opts.GeoM.Rotate(c.Rotation) opts.GeoM.Translate(cfloat(c.game.ScreenSize.Div(2))) return opts }