ichigo/engine/camera.go
Josh Deprez b5792d3c8a Scener
2021-08-20 15:52:01 +10:00

110 lines
2.8 KiB
Go

package engine
import (
"encoding/gob"
"image"
"github.com/hajimehoshi/ebiten/v2"
)
// Ensure Camera satisfies interfaces.
var (
_ Identifier = &Camera{}
_ Drawer = &Camera{}
_ Prepper = &Camera{}
_ Scanner = &Camera{}
_ Updater = &Camera{}
)
func init() {
gob.Register(Camera{})
}
// Camera models a camera that is viewing a scene.
// Changes to the configuration take effect immediately.
// Camera ignores Scene.Draw and calls Scene's children's Draw.
type Camera struct {
ID
Scene *Scene
// Camera controls
Centre image.Point // world coordinates
Filter ebiten.Filter
Zoom float64 // unitless
game *Game
}
// Draw applies transformations to opts, then calls c.Scene.Draw with it.
func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
if c.Scene.Hidden {
return
}
// The lower bound on zoom is the larger of
// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
zoom := c.Zoom
sz := c.Scene.Bounds.Size()
if z := float64(c.game.ScreenWidth) / float64(sz.X); zoom < z {
zoom = z
}
if z := float64(c.game.ScreenHeight) / float64(sz.Y); zoom < z {
zoom = z
}
// If the configured centre puts the camera out of bounds, move it.
centre := c.Centre
// 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.Scene.Bounds.Min.X {
centre.X = c.Scene.Bounds.Min.X + swz
}
if centre.Y-shz < c.Scene.Bounds.Min.Y {
centre.Y = c.Scene.Bounds.Min.Y + shz
}
if centre.X+swz > c.Scene.Bounds.Max.X {
centre.X = c.Scene.Bounds.Max.X - swz
}
if centre.Y+shz > c.Scene.Bounds.Max.Y {
centre.Y = c.Scene.Bounds.Max.Y - shz
}
// Apply other options
opts.Filter = c.Filter
// Compute common matrix (parts independent of parallax).
// 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 c.Scene.Scan() {
if d, ok := i.(Drawer); ok {
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)
}
}
}
// Update passes the call to c.Scene.
func (c *Camera) Update() error { return c.Scene.Update() }
// Scan returns the only child (c.Scene).
func (c *Camera) Scan() []interface{} { return []interface{}{c.Scene} }
// Prepare grabs a copy of game (needed for screen dimensions)
func (c *Camera) Prepare(game *Game) { c.game = game }