ichigo/engine/camera.go

85 lines
2.2 KiB
Go

package engine
import (
"image"
"github.com/hajimehoshi/ebiten/v2"
)
// Camera models a camera that is viewing a scene. Changes to the
// configuration take effect immediately.
type Camera struct {
ID
Scene *Scene
// Camera controls
Bounds image.Rectangle // world coordinates
Centre image.Point // world coordinates
//Rotation float64 // radians
Zoom float64 // unitless
Filter ebiten.Filter
game *Game
zoomBound float64
}
// Draw applies transformations to opts, then calls c.Scene.Draw with it.
func (c *Camera) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
zoom := c.Zoom
if zoom < c.zoomBound {
zoom = c.zoomBound
}
// If the configured centre still 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.Bounds.Min.X {
centre.X = c.Bounds.Min.X + swz
}
if centre.Y-shz < c.Bounds.Min.Y {
centre.Y = c.Bounds.Min.Y + shz
}
if centre.X+swz > c.Bounds.Max.X {
centre.X = c.Bounds.Max.X - swz
}
if centre.Y+shz > c.Bounds.Max.Y {
centre.Y = c.Bounds.Max.Y - shz
}
// Apply camera controls to geom.
// 1. Move c.Centre to the origin
opts.GeoM.Translate(-float64(centre.X), -float64(centre.Y))
// 2. Zoom and rotate
opts.GeoM.Scale(zoom, zoom)
//geom.Rotate(c.Rotation)
// 3. Move the origin to the centre of screen space.
opts.GeoM.Translate(sw2, sh2)
// Apply other options
opts.Filter = c.Filter
c.Scene.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, among other things, computes the lower bound for Zoom based on
// c.Bounds and game.ScreenWidth/Height.
func (c *Camera) Prepare(game *Game) {
c.game = game
// The lower bound on zoom is the larger of
// { (ScreenWidth / BoundsWidth), (ScreenHeight / BoundsHeight) }
sz := c.Bounds.Size()
c.zoomBound = float64(c.game.ScreenWidth) / float64(sz.X)
if z := float64(c.game.ScreenHeight) / float64(sz.Y); c.zoomBound < z {
c.zoomBound = z
}
}