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examples/isometrics: Use an offscreen for a better result
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@ -36,6 +36,8 @@ type Game struct {
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camScaleTo float64
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mousePanX, mousePanY int
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offscreen *ebiten.Image
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}
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// NewGame returns a new isometric demo Game.
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@ -184,11 +186,26 @@ func (g *Game) renderLevel(screen *ebiten.Image) {
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padding := float64(g.currentLevel.tileSize) * g.camScale
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cx, cy := float64(g.w/2), float64(g.h/2)
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scaleLater := g.camScale > 1
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target := screen
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scale := g.camScale
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// When zooming in, there can be slight gaps between tiles.
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// To avoid them, render the result on an offscreen first and then scale it later.
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if scaleLater {
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if g.offscreen == nil {
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g.offscreen = ebiten.NewImage(screen.Size())
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}
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target = g.offscreen
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target.Clear()
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scale = 1
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}
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for y := 0; y < g.currentLevel.h; y++ {
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for x := 0; x < g.currentLevel.w; x++ {
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xi, yi := g.cartesianToIso(float64(x), float64(y))
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// Skip drawing off-screen tiles.
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// Skip drawing tiles that are out of the screen.
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drawX, drawY := ((xi-g.camX)*g.camScale)+cx, ((yi+g.camY)*g.camScale)+cy
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if drawX+padding < 0 || drawY+padding < 0 || drawX > float64(g.w) || drawY > float64(g.h) {
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continue
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@ -205,11 +222,19 @@ func (g *Game) renderLevel(screen *ebiten.Image) {
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// Translate camera position.
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op.GeoM.Translate(-g.camX, g.camY)
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// Zoom.
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op.GeoM.Scale(g.camScale, g.camScale)
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op.GeoM.Scale(scale, scale)
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// Center.
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op.GeoM.Translate(cx, cy)
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t.Draw(screen, op)
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t.Draw(target, op)
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}
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}
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if scaleLater {
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-cx, -cy)
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op.GeoM.Scale(float64(g.camScale), float64(g.camScale))
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op.GeoM.Translate(cx, cy)
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screen.DrawImage(target, op)
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}
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}
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