Beispiel #1
0
func (v *Viewport) TileCoordinatesToScreen(tx, ty float64, config DisplayConfig) (float64, float64) {
	var trans allegro.Transform
	trans.Build(float32(-v.x), float32(-v.y), float32(v.xZoom), float32(v.yZoom),
		ISOMETRIC_ROTATION)
	x, y := trans.Apply(float32(tx), float32(ty))
	return float64(x), float64(y)
}
Beispiel #2
0
func (d *DisplayEngine) drawFrame() {
	toDraw := make([][]*resources.Bitmap, d.config.MapW*d.config.MapH)
	drawPasses := 0
	for x := 0; x < d.config.MapW; x++ {
		for y := 0; y < d.config.MapH; y++ {
			toDraw[x*d.config.MapW+y] = (*d.gameEngine).GetTile(x, y)
			length := len(toDraw[x*d.config.MapW+y])
			if length > drawPasses {
				drawPasses = length
			}
		}
	}

	viewport := d.viewport
	font := allegro.CreateBuiltinFont()

	// Don't want anyone changing the viewport mid frame or any such highjinks
	d.Display.SetTargetBackbuffer()

	allegro.RunInThread(func() {
		r, g, b, a := d.config.BGColor.GetRGBA()
		gl.ClearColor(
			gl.GLclampf(r)/255.0,
			gl.GLclampf(g)/255.0,
			gl.GLclampf(b)/255.0,
			gl.GLclampf(a)/255.0)

		gl.Clear(gl.COLOR_BUFFER_BIT)

		viewport.SetupTransform()

		for p := 0; p < drawPasses; p++ {
			m := d.config.MapW
			n := d.config.MapH
			for s := 0; s < m+n; s++ {
				for x := 0; x < s; x++ {
					y := s - x - 1
					if x >= m || y < 0 || y >= n {
						continue
					}
					if len(toDraw[x*d.config.MapW+y]) < p {
						continue
					}

					// Coordinates in terms of pixels
					px := (y - x) * d.config.TileW / 2
					py := (x + y) * d.config.TileH / 2
					bmp := toDraw[x*d.config.MapW+y][p]
					/*					ox := bmp.OffX
										oy := bmp.OffY*/
					bw, bh := bmp.W, bmp.H
					if viewport.OnScreen(px, py, bw, bh) {
						gl.Begin(gl.QUADS)
						bmp.Tex.Bind(gl.TEXTURE_2D)
						gl.TexCoord2f(0, 0)
						gl.Vertex3i(px, py, 0)
						gl.TexCoord2f(0, 1)
						gl.Vertex3i(px, py+bw, 0)
						gl.TexCoord2f(1, 1)
						gl.Vertex3i(px+bh, py+bw, 0)
						gl.TexCoord2f(1, 0)
						gl.Vertex3i(px+bh, py, 0)
						gl.End()
					}
				}
			}
		}

		gl.Flush()
	})

	var trans allegro.Transform
	trans.Identity()
	trans.Use()

	font.Draw(allegro.CreateColor(0, 255, 0, 255), 0, 0, 0, fmt.Sprint(int(d.fps)))

	allegro.Flip()

	d.frameDrawing.Unlock()
}
Beispiel #3
0
func (v *Viewport) ScreenCoordinatesToTile(sx, sy int, config DisplayConfig) (float64, float64) {
	// I have never been more ashamed of code I have written
	w, h := float64(config.TileW), float64(config.TileH)
	fx, fy := float32(sx), float32(sy)
	var trans allegro.Transform
	trans.Identity()
	// Builds the viewport alignment matrix
	trans.Build(float32(-v.x), float32(-v.y), float32(v.xZoom), float32(v.yZoom),
		0)
	// Invert it to get back to pixel coordinates
	trans.Invert()
	// We need to translate back half a width to get to the pivot of the tiles
	trans.Translate(-float32(w/2), 0)

	x, y := trans.Apply(fx, fy)
	// Then we manually rotate it (because I'm bad at maths I guess)
	tx := float64(float64(y)*w-float64(x)*h) / (w * h)
	ty := float64(float64(y)*w+float64(x)*h) / (w * h)
	return tx, ty
}