コード例 #1
0
ファイル: lighting.go プロジェクト: Nightgunner5/gogame
func (l *Lighting) Image(x, y int) *image.Alpha {
	if l.lightmapVersion != layout.Version() || l.lightmap == nil {
		l.lightmapVersion = layout.Version()
		l.lightmap = make(map[layout.Coord]uint8)
		l.recalculateLightmap()
		l.cachedInvalid = true
	}

	if !l.cachedInvalid && l.cachedImage != nil && l.cachedX == x>>lightShift && l.cachedY == y>>lightShift {
		return l.cachedImage
	}

	if l.cachedImage == nil {
		l.cachedImage = image.NewAlpha(image.Rect(0, 0, 2<<lightShift<<res.TileSize, 2<<lightShift<<res.TileSize))
	}

	l.cachedInvalid = false
	l.cachedX, l.cachedY = x>>lightShift, y>>lightShift
	l.initializeImage()

	return l.cachedImage
}
コード例 #2
0
ファイル: main.go プロジェクト: Nightgunner5/gogame
func Paint(w wde.Window, rect image.Rectangle) {
	xOffset, yOffset := GetTopLeft()
	center := layout.Coord{ViewportWidth/2 - xOffset, ViewportHeight/2 - yOffset}

	if center != oldCenter || layout.Version() != oldVersion {
		oldCenter = center
		oldVersion = layout.Version()

		for x := 0; x <= ViewportWidth; x++ {
			for y := 0; y <= ViewportHeight; y++ {
				if layout.Visible(center, layout.Coord{x - xOffset, y - yOffset}) {
					res.Tile(terrain, res.Terrain, uint16(layout.GetSpace(x-xOffset, y-yOffset)), x, y)
					draw.Draw(terrain, image.Rect(x<<res.TileSize, y<<res.TileSize, (x+1)<<res.TileSize, (y+1)<<res.TileSize), image.Transparent, image.ZP, draw.Src)
					for _, t := range layout.Get(x-xOffset, y-yOffset) {
						if !t.NoClient() {
							res.Tile(terrain, res.Terrain, uint16(t), x, y)
						}
					}
				} else {
					res.Tile(terrain, image.Black, 0, x, y)
				}
			}
		}

		switch GetPlayerFlags() & packet.FlagSpriteMask {
		case packet.FlagEngineer:
			for x := 0; x <= ViewportWidth; x++ {
				for y := 0; y <= ViewportHeight; y++ {
					dx, dy := x-ViewportWidth/2, y-ViewportHeight/2
					dist := dx*dx + dy*dy
					if dist <= 3*3 && layout.Visible(center, layout.Coord{x - xOffset, y - yOffset}) {
						for _, t := range layout.Get(x-xOffset, y-yOffset) {
							if t >= layout.WireW && t <= layout.WireS {
								res.Tile(terrain, res.Terrain, uint16(t), x, y)
							}
						}
					}
				}
			}
		}
	}

	minX, maxX := rect.Min.X>>res.TileSize, (rect.Max.X-1)>>res.TileSize+1
	minY, maxY := rect.Min.Y>>res.TileSize, (rect.Max.Y-1)>>res.TileSize+1

	draw.Draw(sprites, sprites.Bounds(), image.Transparent, image.ZP, draw.Src)

	var pixOffset image.Point

	var hasAnimation image.Rectangle
	paintLock.Lock()
	for _, p := range paintContexts {
		if layout.Visible(center, p.To) {
			x1, y1 := p.From.X+xOffset, p.From.Y+yOffset
			x2, y2 := p.To.X+xOffset, p.To.Y+yOffset

			if minX <= x2 && x2 <= maxX && minY <= y2 && y2 <= maxY {
				interp := float32(time.Since(p.Changed)*5) / float32(time.Second)
				if interp >= 1 {
					res.Tile(sprites, res.Actors, p.Sprite, x2, y2)
				} else {
					toInvalidate := image.Rect(x1, y1, x1+1, y1+1).Union(image.Rect(x2, y2, x2+1, y2+1))
					if hasAnimation.Empty() {
						hasAnimation = toInvalidate
					} else {
						hasAnimation = hasAnimation.Union(toInvalidate)
					}
					if p == thePlayer.paint {
						pixOffset.X = int(float32((x1-x2)<<res.TileSize) * (1 - interp))
						pixOffset.Y = int(float32((y1-y2)<<res.TileSize) * (1 - interp))
						hasAnimation = viewport.Bounds()
					}
					res.TileFloat(sprites, res.Actors, p.Sprite, x1, y1, x2, y2, interp)
				}
			}
		}
	}
	paintLock.Unlock()

	draw.Draw(viewport, rect, terrain, rect.Min.Add(pixOffset), draw.Src)
	draw.Draw(viewport, rect, sprites, rect.Min.Add(pixOffset), draw.Over)
	draw.DrawMask(viewport, rect, image.Black, image.ZP, light.Image(-xOffset, -yOffset), rect.Min.Add(light.Origin(-xOffset, -yOffset)).Add(pixOffset), draw.Over)

	if image.Rect(0, 0, 1, 1).Overlaps(rect) {
		mouseTileLock.Lock()
		res.DrawString(viewport, mouseTileString, color.White, res.FontSmall, 1, 1)
		mouseTileLock.Unlock()
	}

	if !hasAnimation.Empty() {
		Invalidate(image.Rectangle{hasAnimation.Min.Mul(1 << res.TileSize), hasAnimation.Max.Mul(1 << res.TileSize)})
	}

	paints++
	/* // For debugging paints
	res.DrawString(viewport, strconv.FormatUint(paints, 10), color.White, res.FontSmall, 300, 1)
	draw.Draw(viewport, image.Rectangle{rect.Min, image.Pt(rect.Max.X+1, rect.Min.Y+1)}, image.White, image.ZP, draw.Src)
	draw.Draw(viewport, image.Rectangle{image.Pt(rect.Min.X-1, rect.Max.Y-1), rect.Max}, image.White, image.ZP, draw.Src)
	draw.Draw(viewport, image.Rectangle{rect.Min, image.Pt(rect.Min.X+1, rect.Max.Y+1)}, image.White, image.ZP, draw.Src)
	draw.Draw(viewport, image.Rectangle{image.Pt(rect.Max.X-1, rect.Min.Y-1), rect.Max}, image.White, image.ZP, draw.Src)
	//*/

	w.Screen().CopyRGBA(viewport, viewport.Bounds())

	w.FlushImage(rect)
}