doctorlectro/system/render.go

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package system
import (
_ "image/png"
"time"
"code.rocketnine.space/tslocum/doctorlectro/component"
"code.rocketnine.space/tslocum/doctorlectro/world"
"code.rocketnine.space/tslocum/gohan"
"github.com/hajimehoshi/ebiten/v2"
)
const (
TileWidth = 16
)
type RenderSystem struct {
Position *component.Position
Sprite *component.Sprite
img *ebiten.Image `gohan:"-"`
op *ebiten.DrawImageOptions `gohan:"-"`
camScale float64 `gohan:"-"`
renderer gohan.Entity `gohan:"-"`
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layer int
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}
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func NewRenderSystem(layer int) *RenderSystem {
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s := &RenderSystem{
renderer: gohan.NewEntity(),
img: ebiten.NewImage(320, 100),
op: &ebiten.DrawImageOptions{},
camScale: 1,
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layer: layer,
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}
return s
}
func (s *RenderSystem) Update(_ gohan.Entity) error {
return gohan.ErrUnregister
}
// renderSprite renders a sprite on the screen.
func (s *RenderSystem) renderSprite(x float64, y float64, offsetx float64, offsety float64, angle float64, geoScale float64, colorScale float64, alpha float64, hFlip bool, vFlip bool, sprite *ebiten.Image, target *ebiten.Image) int {
if alpha < .01 || colorScale < .01 {
return 0
}
s.op.GeoM.Reset()
if hFlip {
s.op.GeoM.Scale(-1, 1)
s.op.GeoM.Translate(TileWidth, 0)
}
if vFlip {
s.op.GeoM.Scale(1, -1)
s.op.GeoM.Translate(0, TileWidth)
}
s.op.GeoM.Scale(geoScale, geoScale)
// Rotate
s.op.GeoM.Translate(offsetx, offsety)
s.op.GeoM.Rotate(angle)
// Move to current isometric position.
s.op.GeoM.Translate(x, y)
// Translate camera position.
s.op.GeoM.Translate(-world.CamX, -world.CamY)
// Zoom.
s.op.GeoM.Scale(s.camScale, s.camScale)
s.op.ColorM.Scale(colorScale, colorScale, colorScale, alpha)
target.DrawImage(sprite, s.op)
s.op.ColorM.Reset()
return 1
}
func (s *RenderSystem) Draw(e gohan.Entity, screen *ebiten.Image) error {
position := s.Position
sprite := s.Sprite
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if sprite.Layer != s.layer {
return nil
}
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// Skip drawing off-screen tiles.
drawX, drawY := world.LevelCoordinatesToScreen(position.X, position.Y)
const padding = TileWidth * 1
width, height := float64(TileWidth), float64(TileWidth)
left := drawX
right := drawX + width
top := drawY
bottom := drawY + height
if (left < -padding || left > float64(world.ScreenWidth)+padding) || (top < -padding || top > float64(world.ScreenHeight)+padding) ||
(right < -padding || right > float64(world.ScreenWidth)+padding) || (bottom < -padding || bottom > float64(world.ScreenHeight)+padding) {
return nil
}
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if sprite.NumFrames > 0 && time.Since(sprite.LastFrame) > sprite.FrameTime && (sprite.FrameTime != 0 || sprite.Image == nil) && (world.MessageText == "" || sprite.Image == nil) && !world.GameOver {
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sprite.Frame++
if sprite.Frame >= sprite.NumFrames {
sprite.Frame = 0
}
sprite.Image = sprite.Frames[sprite.Frame]
sprite.LastFrame = time.Now()
}
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if sprite.Image == nil {
return nil
}
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colorScale := 1.0
if sprite.OverrideColorScale {
colorScale = sprite.ColorScale
}
s.renderSprite(position.X, position.Y, sprite.OffsetX, sprite.OffsetY, sprite.Angle, 1.0, colorScale, 1.0, sprite.HorizontalFlip, sprite.VerticalFlip, sprite.Image, screen)
return nil
}