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engine.go
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engine.go
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package gogam
import (
"image"
"math"
"time"
"golang.org/x/mobile/event/size"
"golang.org/x/mobile/exp/f32"
s "golang.org/x/mobile/exp/sprite"
"golang.org/x/mobile/exp/sprite/clock"
"golang.org/x/mobile/exp/sprite/glsprite"
"golang.org/x/mobile/gl"
)
type Engine struct {
screenWidth int
screenHeight int
startTime time.Time
lastUpdate clock.Time
eng s.Engine
scene *s.Node
arranger *arrangerFunc
sprites map[*s.Node]*Sprite
}
func NewEngine(screenWidth, screenHeight int) *Engine {
e := new(Engine)
e.screenWidth = screenWidth
e.screenHeight = screenHeight
e.startTime = time.Now()
e.eng = glsprite.Engine()
e.scene = &s.Node{}
e.eng.Register(e.scene)
e.eng.SetTransform(e.scene, f32.Affine{
{1, 0, 0},
{0, 1, 0},
})
e.arranger = new(arrangerFunc)
e.arranger.eng = e
e.sprites = make(map[*s.Node]*Sprite)
return e
}
func (e *Engine) LoadTexture(a image.Image) (s.Texture, error) {
return e.eng.LoadTexture(a)
}
func (e *Engine) Draw(spr *Sprite) {
e.sprites[spr.Node] = spr
spr.Node.Arranger = e.arranger
e.eng.Register(spr.Node)
e.scene.AppendChild(spr.Node)
}
func (e *Engine) Render(sz size.Event) {
gl.ClearColor(1, 1, 1, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
now := clock.Time(time.Since(e.startTime) * 60 / time.Second)
e.arranger.sz = &sz
e.eng.Render(e.scene, now, sz)
}
func (e *Engine) GetScreenScalers() (float32, float32) {
w := float32(e.arranger.sz.WidthPx) / float32(e.screenWidth)
h := float32(e.arranger.sz.HeightPx) / float32(e.screenHeight)
return w, h
}
type arrangerFunc struct {
eng *Engine
sz *size.Event
}
func (a *arrangerFunc) Arrange(e s.Engine, n *s.Node, t clock.Time) {
sprite, _ := a.eng.sprites[n]
frameTime := float32(t - a.eng.lastUpdate)
updatePosition(sprite, frameTime)
screenWidthScaler, screenHeightScaler := a.eng.GetScreenScalers()
actualScaleX := screenWidthScaler * sprite.ScaleX
actualScaleY := screenHeightScaler * sprite.ScaleY
actualPositionX := screenWidthScaler * sprite.X
actualPositionY := screenHeightScaler * sprite.Y
e.SetSubTex(n, *sprite.GetCurrentFrame().Texture)
r := sprite.Rotation * math.Pi / 180
matrix := f32.Affine{
{1, 0, 0},
{0, 1, 0},
}
matrix.Translate(&matrix, actualPositionX, actualPositionY)
//matrix.Translate(&matrix, sprite.X, sprite.Y)
matrix.Rotate(&matrix, r)
matrix.Scale(&matrix, actualScaleX, actualScaleY)
e.SetTransform(n, matrix)
a.eng.lastUpdate = t
}
func updatePosition(sprite *Sprite, frameTime float32) {
sprite.X += frameTime * sprite.Velocity[0]
sprite.Y += frameTime * sprite.Velocity[1]
}