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0f52381580
* SetMaxTPS() -> SetTPS() * MaxTPS() -> TPS() * CurrentTPS() -> ActualTPS() * CurrentFPS() -> ActualFPS() Closes #2071
249 lines
6.5 KiB
Go
249 lines
6.5 KiB
Go
// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build example
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// +build example
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package main
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import (
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"fmt"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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// Game is an isometric demo game.
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type Game struct {
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w, h int
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currentLevel *Level
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camX, camY float64
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camScale float64
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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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func NewGame() (*Game, error) {
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l, err := NewLevel()
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if err != nil {
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return nil, fmt.Errorf("failed to create new level: %s", err)
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}
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g := &Game{
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currentLevel: l,
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camScale: 1,
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camScaleTo: 1,
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mousePanX: math.MinInt32,
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mousePanY: math.MinInt32,
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}
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return g, nil
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}
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// Update reads current user input and updates the Game state.
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func (g *Game) Update() error {
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// Update target zoom level.
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var scrollY float64
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if ebiten.IsKeyPressed(ebiten.KeyC) || ebiten.IsKeyPressed(ebiten.KeyPageDown) {
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scrollY = -0.25
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} else if ebiten.IsKeyPressed(ebiten.KeyE) || ebiten.IsKeyPressed(ebiten.KeyPageUp) {
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scrollY = .25
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} else {
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_, scrollY = ebiten.Wheel()
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if scrollY < -1 {
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scrollY = -1
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} else if scrollY > 1 {
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scrollY = 1
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}
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}
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g.camScaleTo += scrollY * (g.camScaleTo / 7)
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// Clamp target zoom level.
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if g.camScaleTo < 0.01 {
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g.camScaleTo = 0.01
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} else if g.camScaleTo > 100 {
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g.camScaleTo = 100
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}
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// Smooth zoom transition.
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div := 10.0
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if g.camScaleTo > g.camScale {
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g.camScale += (g.camScaleTo - g.camScale) / div
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} else if g.camScaleTo < g.camScale {
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g.camScale -= (g.camScale - g.camScaleTo) / div
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}
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// Pan camera via keyboard.
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pan := 7.0 / g.camScale
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if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
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g.camX -= pan
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
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g.camX += pan
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}
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if ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS) {
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g.camY -= pan
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}
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if ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW) {
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g.camY += pan
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}
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// Pan camera via mouse.
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
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if g.mousePanX == math.MinInt32 && g.mousePanY == math.MinInt32 {
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g.mousePanX, g.mousePanY = ebiten.CursorPosition()
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} else {
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x, y := ebiten.CursorPosition()
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dx, dy := float64(g.mousePanX-x)*(pan/100), float64(g.mousePanY-y)*(pan/100)
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g.camX, g.camY = g.camX-dx, g.camY+dy
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}
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} else if g.mousePanX != math.MinInt32 || g.mousePanY != math.MinInt32 {
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g.mousePanX, g.mousePanY = math.MinInt32, math.MinInt32
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}
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// Clamp camera position.
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worldWidth := float64(g.currentLevel.w * g.currentLevel.tileSize / 2)
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worldHeight := float64(g.currentLevel.h * g.currentLevel.tileSize / 2)
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if g.camX < -worldWidth {
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g.camX = -worldWidth
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} else if g.camX > worldWidth {
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g.camX = worldWidth
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}
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if g.camY < -worldHeight {
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g.camY = -worldHeight
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} else if g.camY > 0 {
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g.camY = 0
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}
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// Randomize level.
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if inpututil.IsKeyJustPressed(ebiten.KeyR) {
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l, err := NewLevel()
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if err != nil {
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return fmt.Errorf("failed to create new level: %s", err)
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}
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g.currentLevel = l
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}
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return nil
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}
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// Draw draws the Game on the screen.
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func (g *Game) Draw(screen *ebiten.Image) {
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// Render level.
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g.renderLevel(screen)
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// 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.ActualFPS(), ebiten.ActualTPS(), g.camScale, g.camX, g.camY))
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}
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// Layout is called when the Game's layout changes.
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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g.w, g.h = outsideWidth, outsideHeight
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return g.w, g.h
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}
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// cartesianToIso transforms cartesian coordinates into isometric coordinates.
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func (g *Game) cartesianToIso(x, y float64) (float64, float64) {
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tileSize := g.currentLevel.tileSize
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ix := (x - y) * float64(tileSize/2)
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iy := (x + y) * float64(tileSize/4)
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return ix, iy
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}
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/*
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This function might be useful for those who want to modify this example.
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// isoToCartesian transforms isometric coordinates into cartesian coordinates.
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func (g *Game) isoToCartesian(x, y float64) (float64, float64) {
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tileSize := g.currentLevel.tileSize
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cx := (x/float64(tileSize/2) + y/float64(tileSize/4)) / 2
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cy := (y/float64(tileSize/4) - (x / float64(tileSize/2))) / 2
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return cx, cy
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}
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*/
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// renderLevel draws the current Level on the screen.
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func (g *Game) renderLevel(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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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, tiles can have slight bleeding edges.
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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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w, h := g.offscreen.Size()
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sw, sh := screen.Size()
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if w != sw || h != sh {
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g.offscreen.Dispose()
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g.offscreen = nil
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}
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}
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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 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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}
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t := g.currentLevel.tiles[y][x]
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if t == nil {
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continue // No tile at this position.
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}
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op.GeoM.Reset()
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// Move to current isometric position.
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op.GeoM.Translate(xi, yi)
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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(scale, scale)
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// Center.
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op.GeoM.Translate(cx, cy)
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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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