package engine import ( "encoding/gob" "math" "sort" "github.com/hajimehoshi/ebiten/v2" ) // Ensure Scene satisfies Scener. var _ Scener = &Scene{} func init() { gob.Register(&Scene{}) } // Scene manages drawing and updating a bunch of components. type Scene struct { ID Bounds // world coordinates Camera *Camera // optional; applies a bunch of transforms to draw calls Components []interface{} Disabled Hidden ZOrder } // Draw draws all components in order. func (s *Scene) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) { if s.Hidden { return } if s.Camera == nil { // Draw everything, no camera transforms. for _, i := range s.Components { if d, ok := i.(Drawer); ok { d.Draw(screen, opts) } } return } // There is a camera; apply camera transforms. br := s.BoundingRect() // The lower bound on zoom is the larger of // { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) } zoom := s.Camera.Zoom sz := br.Size() if z := float64(s.Camera.game.ScreenWidth) / float64(sz.X); zoom < z { zoom = z } if z := float64(s.Camera.game.ScreenHeight) / float64(sz.Y); zoom < z { zoom = z } // If the configured centre puts the camera out of bounds, move it. centre := s.Camera.Centre // Camera frame currently Rectangle{ centre ± (screen/(2*zoom)) }. sw2, sh2 := float64(s.Camera.game.ScreenWidth/2), float64(s.Camera.game.ScreenHeight/2) swz, shz := int(sw2/zoom), int(sh2/zoom) if centre.X-swz < br.Min.X { centre.X = br.Min.X + swz } if centre.Y-shz < br.Min.Y { centre.Y = br.Min.Y + shz } if centre.X+swz > br.Max.X { centre.X = br.Max.X - swz } if centre.Y+shz > br.Max.Y { centre.Y = br.Max.Y - shz } // Apply other options opts.Filter = s.Camera.Filter // Compute common matrix (parts independent of parallax, which is step 1). // Moving centre to the origin happens per component. var comm ebiten.GeoM // 2. Zoom (this is also where rotation would be) comm.Scale(zoom, zoom) // 3. Move the origin to the centre of screen space. comm.Translate(sw2, sh2) // 4. Apply transforms from the caller. comm.Concat(opts.GeoM) // Draw everything. for _, i := range s.Components { d, ok := i.(Drawer) if !ok { continue } pf := 1.0 if s, ok := i.(ParallaxScaler); ok { pf = s.ParallaxFactor() } var geom ebiten.GeoM // 1. Move centre to the origin, subject to parallax factor geom.Translate(-float64(centre.X)*pf, -float64(centre.Y)*pf) geom.Concat(comm) opts.GeoM = geom d.Draw(screen, opts) } } // Prepare does an initial Z-order sort. func (s *Scene) Prepare(game *Game) error { s.sortByDrawOrder() return nil } // sortByDrawOrder sorts the components by Z position. // Everything without a Z sorts first. Stable sort is used to avoid Z-fighting // (among layers without a Z, or those with equal Z). func (s *Scene) sortByDrawOrder() { sort.SliceStable(s.Components, func(i, j int) bool { a, aok := s.Components[i].(Drawer) b, bok := s.Components[j].(Drawer) if aok && bok { return a.DrawOrder() < b.DrawOrder() } return !aok && bok }) } // Scan returns all immediate subcomponents (including the camera, if not nil). func (s *Scene) Scan() []interface{} { if s.Camera != nil { return append(s.Components, s.Camera) } return s.Components } // Update calls Update on all Updater components. func (s *Scene) Update() error { if s.Disabled { return nil } for _, c := range s.Components { // Update each updater in turn if u, ok := c.(Updater); ok { if err := u.Update(); err != nil { return err } } } // Check if the updates put the components out of order; if so, sort cz := -math.MaxFloat64 // fun fact: this is min float64 for _, c := range s.Components { z, ok := c.(Drawer) if !ok { continue } if t := z.DrawOrder(); t >= cz { cz = t continue } s.sortByDrawOrder() return nil } return nil }