// Copyright 2020 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. package main import ( "bytes" "fmt" "image" _ "image/png" "log" "math" "golang.org/x/image/math/f64" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/examples/resources/images" ) const ( screenWidth = 640 screenHeight = 480 ) const ( tileSize = 16 tileXCount = 25 ) const ( worldWidth = 480 worldHeight = 320 worldSizeX = worldWidth / tileSize ) var ( tilesImage *ebiten.Image ) func init() { // Decode an image from the image file's byte slice. img, _, err := image.Decode(bytes.NewReader(images.Tiles_png)) if err != nil { log.Fatal(err) } tilesImage = ebiten.NewImageFromImage(img) } type Camera struct { ViewPort f64.Vec2 Position f64.Vec2 ZoomFactor int Rotation int } func (c *Camera) String() string { return fmt.Sprintf( "T: %.1f, R: %d, S: %d", c.Position, c.Rotation, c.ZoomFactor, ) } func (c *Camera) viewportCenter() f64.Vec2 { return f64.Vec2{ c.ViewPort[0] * 0.5, c.ViewPort[1] * 0.5, } } func (c *Camera) worldMatrix() ebiten.GeoM { m := ebiten.GeoM{} m.Translate(-c.Position[0], -c.Position[1]) // We want to scale and rotate around center of image / screen m.Translate(-c.viewportCenter()[0], -c.viewportCenter()[1]) m.Scale( math.Pow(1.01, float64(c.ZoomFactor)), math.Pow(1.01, float64(c.ZoomFactor)), ) m.Rotate(float64(c.Rotation) * 2 * math.Pi / 360) m.Translate(c.viewportCenter()[0], c.viewportCenter()[1]) return m } func (c *Camera) Render(world, screen *ebiten.Image) { screen.DrawImage(world, &ebiten.DrawImageOptions{ GeoM: c.worldMatrix(), }) } func (c *Camera) ScreenToWorld(posX, posY int) (float64, float64) { inverseMatrix := c.worldMatrix() if inverseMatrix.IsInvertible() { inverseMatrix.Invert() return inverseMatrix.Apply(float64(posX), float64(posY)) } else { // When scaling it can happened that matrix is not invertable return math.NaN(), math.NaN() } } func (c *Camera) Reset() { c.Position[0] = 0 c.Position[1] = 0 c.Rotation = 0 c.ZoomFactor = 0 } type Game struct { layers [][]int world *ebiten.Image camera Camera } func (g *Game) Update() error { if ebiten.IsKeyPressed(ebiten.KeyA) || ebiten.IsKeyPressed(ebiten.KeyArrowLeft) { g.camera.Position[0] -= 1 } if ebiten.IsKeyPressed(ebiten.KeyD) || ebiten.IsKeyPressed(ebiten.KeyArrowRight) { g.camera.Position[0] += 1 } if ebiten.IsKeyPressed(ebiten.KeyW) || ebiten.IsKeyPressed(ebiten.KeyArrowUp) { g.camera.Position[1] -= 1 } if ebiten.IsKeyPressed(ebiten.KeyS) || ebiten.IsKeyPressed(ebiten.KeyArrowDown) { g.camera.Position[1] += 1 } if ebiten.IsKeyPressed(ebiten.KeyQ) { if g.camera.ZoomFactor > -2400 { g.camera.ZoomFactor -= 1 } } if ebiten.IsKeyPressed(ebiten.KeyE) { if g.camera.ZoomFactor < 2400 { g.camera.ZoomFactor += 1 } } if ebiten.IsKeyPressed(ebiten.KeyR) { g.camera.Rotation += 1 } if ebiten.IsKeyPressed(ebiten.KeySpace) { g.camera.Reset() } return nil } func (g *Game) Draw(screen *ebiten.Image) { // Draw each tile with each DrawImage call. // As the source images of all DrawImage calls are always same, // this rendering is done very effectively. // For more detail, see https://pkg.go.dev/github.com/hajimehoshi/ebiten/v2#Image.DrawImage for _, l := range g.layers { for i, t := range l { op := &ebiten.DrawImageOptions{} op.GeoM.Translate(float64((i%worldSizeX)*tileSize), float64((i/worldSizeX)*tileSize)) sx := (t % tileXCount) * tileSize sy := (t / tileXCount) * tileSize g.world.DrawImage(tilesImage.SubImage(image.Rect(sx, sy, sx+tileSize, sy+tileSize)).(*ebiten.Image), op) } } g.camera.Render(g.world, screen) worldX, worldY := g.camera.ScreenToWorld(ebiten.CursorPosition()) ebitenutil.DebugPrint( screen, fmt.Sprintf("TPS: %0.2f\nMove (WASD/Arrows)\nZoom (QE)\nRotate (R)\nReset (Space)", ebiten.ActualTPS()), ) ebitenutil.DebugPrintAt( screen, fmt.Sprintf("%s\nCursor World Pos: %.2f,%.2f", g.camera.String(), worldX, worldY), 0, screenHeight-32, ) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { g := &Game{ layers: [][]int{ { 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 244, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 244, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 219, 243, 243, 243, 219, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 244, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 243, 243, 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 244, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 26, 27, 28, 29, 30, 31, 0, 0, 0, 0, 0, 0, 0, 0, 0, 63, 64, 65, 66, 67, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 51, 52, 53, 54, 55, 56, 0, 0, 0, 0, 0, 0, 0, 0, 0, 88, 89, 90, 91, 92, 93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 76, 77, 78, 79, 80, 81, 0, 0, 0, 0, 0, 0, 0, 0, 0, 113, 114, 115, 116, 117, 118, 0, 0, 0, 0, 0, 0, 0, 0, 0, 101, 102, 103, 104, 105, 106, 0, 0, 0, 0, 0, 0, 0, 0, 0, 138, 139, 140, 141, 142, 143, 0, 0, 0, 0, 0, 0, 0, 0, 0, 126, 127, 128, 129, 130, 131, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 288, 0, 0, 0, 0, 0, 0, 0, 0, 0, 303, 303, 245, 242, 303, 303, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 45, 46, 47, 48, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 70, 71, 72, 73, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 95, 96, 97, 98, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 120, 121, 122, 123, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 145, 146, 147, 148, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 267, 268, 268, 268, 268, 268, 268, 268, 268, 268, 268, 268, 268, 268, 268, 270, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 192, 193, 193, 193, 193, 193, 193, 193, 193, 193, 193, 193, 193, 193, 193, 193, 222, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 245, 242, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, }, camera: Camera{ViewPort: f64.Vec2{screenWidth, screenHeight}}, } g.world = ebiten.NewImage(worldWidth, worldHeight) ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Camera (Ebitengine Demo)") if err := ebiten.RunGame(g); err != nil { log.Fatal(err) } }