monovania/system/render.go

145 lines
3.5 KiB
Go

package system
import (
_ "image/png"
"time"
"golang.org/x/image/colornames"
"code.rocketnine.space/tslocum/monovania/world"
"code.rocketnine.space/tslocum/gohan"
"code.rocketnine.space/tslocum/monovania/component"
"github.com/hajimehoshi/ebiten/v2"
)
const TileWidth = 16
var CamX, CamY float64
type RenderSystem struct {
ScreenW int
ScreenH int
op *ebiten.DrawImageOptions
camScale float64
renderer gohan.Entity
debugImg *ebiten.Image
}
func NewRenderSystem() *RenderSystem {
s := &RenderSystem{
renderer: gohan.NewEntity(),
op: &ebiten.DrawImageOptions{},
camScale: 4,
}
return s
}
func (s *RenderSystem) Matches(entity gohan.Entity) bool {
position := component.Position(entity)
sprite := component.Sprite(entity)
return position != nil && sprite != nil
}
func (s *RenderSystem) Update(_ gohan.Entity) error {
return gohan.ErrSystemWithoutUpdate
}
func (s *RenderSystem) levelCoordinatesToScreen(x, y float64) (float64, float64) {
px, py := CamX, CamY
py *= -1
return ((x - px) * s.camScale) + float64(s.ScreenW/2.0), ((y + py) * s.camScale) + float64(s.ScreenH/2.0)
}
// 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
}
// Skip drawing off-screen tiles.
drawX, drawY := s.levelCoordinatesToScreen(x, y)
padding := float64(TileWidth) * 2
w, h := sprite.Size()
width, height := float64(w), float64(h)
left := drawX
right := drawX + width
top := drawY
bottom := drawY + height
if (left < -padding || left > float64(s.ScreenW)+padding) && (top < -padding || top > float64(s.ScreenH)+padding) &&
(right < -padding || right > float64(s.ScreenW)+padding) && (bottom < -padding || bottom > float64(s.ScreenH)+padding) {
return 0
}
s.op.GeoM.Reset()
if hFlip {
s.op.GeoM.Scale(-1, 1)
s.op.GeoM.Translate(16, 0)
}
if vFlip {
s.op.GeoM.Scale(1, -1)
s.op.GeoM.Translate(0, 16)
}
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(-CamX, -CamY)
// Zoom.
s.op.GeoM.Scale(s.camScale, s.camScale)
// Center.
s.op.GeoM.Translate(float64(s.ScreenW/2.0), float64(s.ScreenH/2.0))
s.op.ColorM.Scale(colorScale, colorScale, colorScale, alpha)
// Apply monochrome filter.
//s.op.ColorM.ChangeHSV(1, 0, 1)
target.DrawImage(sprite, s.op)
s.op.ColorM.Reset()
return 1
}
func (s *RenderSystem) Draw(entity gohan.Entity, screen *ebiten.Image) error {
if world.World.GameOver {
if entity == world.World.Player {
screen.Fill(colornames.Darkred)
}
return nil
}
position := component.Position(entity)
sprite := component.Sprite(entity)
if sprite.NumFrames > 0 && time.Since(sprite.LastFrame) > sprite.FrameTime {
sprite.Frame++
if sprite.Frame >= sprite.NumFrames {
sprite.Frame = 0
}
sprite.Image = sprite.Frames[sprite.Frame]
sprite.LastFrame = time.Now()
}
colorScale := 1.0
if sprite.OverrideColorScale {
colorScale = sprite.ColorScale
}
// TODO
var drawn int
drawn += s.renderSprite(position.X+world.World.OffsetX, position.Y+world.World.OffsetY, 0, 0, 0, 1.0, colorScale, 1.0, sprite.HorizontalFlip, sprite.VerticalFlip, sprite.Image, screen)
return nil
}