ebiten/examples/isometric/game.go

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// Copyright 2021 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build example
// +build example
package main
import (
"fmt"
"math"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
// Game is an isometric demo game.
type Game struct {
w, h int
currentLevel *Level
camX, camY float64
camScale float64
camScaleTo float64
mousePanX, mousePanY int
}
// NewGame returns a new isometric demo Game.
func NewGame() (*Game, error) {
l, err := NewLevel()
if err != nil {
return nil, fmt.Errorf("failed to create new level: %s", err)
}
g := &Game{
currentLevel: l,
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camScale: 1,
camScaleTo: 1,
mousePanX: math.MinInt32,
mousePanY: math.MinInt32,
}
return g, nil
}
// Update reads current user input and updates the Game state.
func (g *Game) Update() error {
// Update target zoom level.
var scrollY float64
if ebiten.IsKeyPressed(ebiten.KeyC) || ebiten.IsKeyPressed(ebiten.KeyPageDown) {
scrollY = -0.25
} else if ebiten.IsKeyPressed(ebiten.KeyE) || ebiten.IsKeyPressed(ebiten.KeyPageUp) {
scrollY = .25
} else {
_, scrollY = ebiten.Wheel()
if scrollY < -1 {
scrollY = -1
} else if scrollY > 1 {
scrollY = 1
}
}
g.camScaleTo += scrollY * (g.camScaleTo / 7)
// Clamp target zoom level.
if g.camScaleTo < 0.01 {
g.camScaleTo = 0.01
} else if g.camScaleTo > 100 {
g.camScaleTo = 100
}
// Smooth zoom transition.
div := 10.0
if g.camScaleTo > g.camScale {
g.camScale += (g.camScaleTo - g.camScale) / div
} else if g.camScaleTo < g.camScale {
g.camScale -= (g.camScale - g.camScaleTo) / div
}
// Pan camera via keyboard.
pan := 7.0 / g.camScale
if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
g.camX -= pan
}
if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
g.camX += pan
}
if ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS) {
g.camY -= pan
}
if ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW) {
g.camY += pan
}
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// Pan camera via mouse.
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
if g.mousePanX == math.MinInt32 && g.mousePanY == math.MinInt32 {
g.mousePanX, g.mousePanY = ebiten.CursorPosition()
} else {
x, y := ebiten.CursorPosition()
dx, dy := float64(g.mousePanX-x)*(pan/100), float64(g.mousePanY-y)*(pan/100)
g.camX, g.camY = g.camX-dx, g.camY+dy
}
} else if g.mousePanX != math.MinInt32 || g.mousePanY != math.MinInt32 {
g.mousePanX, g.mousePanY = math.MinInt32, math.MinInt32
}
// Clamp camera position.
worldWidth := float64(g.currentLevel.w * g.currentLevel.tileSize / 2)
worldHeight := float64(g.currentLevel.h * g.currentLevel.tileSize / 2)
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if g.camX < -worldWidth {
g.camX = -worldWidth
} else if g.camX > worldWidth {
g.camX = worldWidth
}
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if g.camY < -worldHeight {
g.camY = -worldHeight
} else if g.camY > 0 {
g.camY = 0
}
// Randomize level.
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
l, err := NewLevel()
if err != nil {
return fmt.Errorf("failed to create new level: %s", err)
}
g.currentLevel = l
}
return nil
}
// Draw draws the Game on the screen.
func (g *Game) Draw(screen *ebiten.Image) {
// Render level.
g.renderLevel(screen)
// Print game info.
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ebitenutil.DebugPrint(screen, fmt.Sprintf("KEYS WASD EC R\nFPS %0.0f\nTPS %0.0f\nSCA %0.2f\nPOS %0.0f,%0.0f", ebiten.CurrentFPS(), ebiten.CurrentTPS(), g.camScale, g.camX, g.camY))
}
// Layout is called when the Game's layout changes.
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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g.w, g.h = outsideWidth, outsideHeight
return g.w, g.h
}
// cartesianToIso transforms cartesian coordinates into isometric coordinates.
func (g *Game) cartesianToIso(x, y float64) (float64, float64) {
tileSize := g.currentLevel.tileSize
ix := (x - y) * float64(tileSize/2)
iy := (x + y) * float64(tileSize/4)
return ix, iy
}
/*
This function might be useful for those who want to modify this example.
// isoToCartesian transforms isometric coordinates into cartesian coordinates.
func (g *Game) isoToCartesian(x, y float64) (float64, float64) {
tileSize := g.currentLevel.tileSize
cx := (x/float64(tileSize/2) + y/float64(tileSize/4)) / 2
cy := (y/float64(tileSize/4) - (x / float64(tileSize/2))) / 2
return cx, cy
}
*/
// renderLevel draws the current Level on the screen.
func (g *Game) renderLevel(screen *ebiten.Image) {
op := &ebiten.DrawImageOptions{}
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padding := float64(g.currentLevel.tileSize) * g.camScale
cx, cy := float64(g.w/2), float64(g.h/2)
for y := 0; y < g.currentLevel.h; y++ {
for x := 0; x < g.currentLevel.w; x++ {
xi, yi := g.cartesianToIso(float64(x), float64(y))
// Skip drawing off-screen tiles.
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drawX, drawY := ((xi-g.camX)*g.camScale)+cx, ((yi+g.camY)*g.camScale)+cy
if drawX+padding < 0 || drawY+padding < 0 || drawX > float64(g.w) || drawY > float64(g.h) {
continue
}
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t := g.currentLevel.tiles[y][x]
if t == nil {
continue // No tile at this position.
}
op.GeoM.Reset()
// Move to current isometric position.
op.GeoM.Translate(xi, yi)
// Translate camera position.
op.GeoM.Translate(-g.camX, g.camY)
// Zoom.
op.GeoM.Scale(g.camScale, g.camScale)
// Center.
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op.GeoM.Translate(cx, cy)
t.Draw(screen, op)
}
}
}