mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-13 12:06:31 -05:00
e6d418fdb2
* added `d2common/d2input`, copied input vector logic from hellspawner * added an `InteractiveComponent` which contains input vector, enable flag, and callback function * Added an InputSystem which handles input logic and iterates over entities with interactive components * added a mouse cursor scene for rendering the mouse cursor * made the trademark sprite disappear when left mouse is clicked * various other small bugfixes in scene systems
410 lines
9.6 KiB
Go
410 lines
9.6 KiB
Go
package d2systems
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import (
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"fmt"
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"image/color"
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"path/filepath"
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"github.com/gravestench/akara"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2components"
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)
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const (
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mainViewport int = 0
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)
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// NewBaseScene creates a new base scene instance
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func NewBaseScene(key string) *BaseScene {
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base := &BaseScene{
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BaseSystem: &akara.BaseSystem{},
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Logger: d2util.NewLogger(),
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key: key,
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Viewports: make([]akara.EID, 0),
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GameObjects: make([]akara.EID, 0),
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systems: &baseSystems{},
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}
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base.SetPrefix(key)
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return base
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}
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var _ akara.System = &BaseScene{}
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type baseSystems struct {
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*RenderSystem
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*InputSystem
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*GameObjectFactory
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}
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// BaseScene encapsulates common behaviors for systems that are considered "scenes",
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// such as the main menu, the in-game map, the console, etc.
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//
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// The base scene is responsible for generic behaviors common to all scenes,
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// like initializing the default viewport, or rendering game objects to the viewports.
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type BaseScene struct {
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*akara.BaseSystem
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*d2util.Logger
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key string
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booted bool
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paused bool
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systems *baseSystems
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Add *sceneObjectFactory
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Viewports []akara.EID
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GameObjects []akara.EID
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d2components.ViewportFactory
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d2components.MainViewportFactory
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d2components.ViewportFilterFactory
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d2components.PriorityFactory
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d2components.CameraFactory
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d2components.RenderableFactory
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d2components.InteractiveFactory
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d2components.PositionFactory
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d2components.ScaleFactory
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d2components.AnimationFactory
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d2components.OriginFactory
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d2components.AlphaFactory
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}
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// Booted returns whether or not the scene has booted
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func (s *BaseScene) Booted() bool {
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return s.booted
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}
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// Paused returns whether or not the scene is paused
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func (s *BaseScene) Paused() bool {
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return s.paused
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}
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// Init the base scene
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func (s *BaseScene) Init(world *akara.World) {
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s.World = world
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if s.World == nil {
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s.SetActive(false)
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return
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}
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}
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func (s *BaseScene) boot() {
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s.Info("base scene booting ...")
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s.setupFactories()
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s.Add = &sceneObjectFactory{
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BaseScene: s,
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Logger: d2util.NewLogger(),
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}
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s.Add.SetPrefix(fmt.Sprintf("%s -> %s", s.key, "Object Factory"))
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for idx := range s.Systems {
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if rendersys, ok := s.Systems[idx].(*RenderSystem); ok && s.systems.RenderSystem == nil {
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s.systems.RenderSystem = rendersys
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continue
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}
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if inputSys, ok := s.Systems[idx].(*InputSystem); ok && s.systems.InputSystem == nil {
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s.systems.InputSystem = inputSys
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continue
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}
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if objFactory, ok := s.Systems[idx].(*GameObjectFactory); ok && s.systems.GameObjectFactory == nil {
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s.systems.GameObjectFactory = objFactory
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continue
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}
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}
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if s.systems.RenderSystem == nil {
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s.Info("waiting for render system ...")
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return
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}
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if s.systems.RenderSystem.renderer == nil {
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s.Info("waiting for renderer instance ...")
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return
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}
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if s.systems.InputSystem == nil {
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s.Info("waiting for input system")
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return
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}
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s.systems.InputSystem.renderer = s.systems.RenderSystem.renderer
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if s.systems.GameObjectFactory == nil {
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s.Info("waiting for game object factory ...")
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return
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}
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s.systems.SpriteFactory.RenderSystem = s.systems.RenderSystem
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s.createDefaultViewport()
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s.Info("base scene booted!")
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s.booted = true
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}
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func (s *BaseScene) setupFactories() {
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s.Info("setting up component factories")
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mainViewportID := s.RegisterComponent(&d2components.MainViewport{})
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viewportID := s.RegisterComponent(&d2components.Viewport{})
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viewportFilterID := s.RegisterComponent(&d2components.ViewportFilter{})
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cameraID := s.RegisterComponent(&d2components.Camera{})
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priorityID := s.RegisterComponent(&d2components.Priority{})
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renderableID := s.RegisterComponent(&d2components.Renderable{})
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interactiveID := s.RegisterComponent(&d2components.Interactive{})
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positionID := s.RegisterComponent(&d2components.Position{})
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scaleID := s.RegisterComponent(&d2components.Scale{})
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animationID := s.RegisterComponent(&d2components.Animation{})
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originID := s.RegisterComponent(&d2components.Origin{})
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alphaID := s.RegisterComponent(&d2components.Alpha{})
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s.MainViewport = s.GetComponentFactory(mainViewportID)
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s.Viewport = s.GetComponentFactory(viewportID)
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s.ViewportFilter = s.GetComponentFactory(viewportFilterID)
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s.Camera = s.GetComponentFactory(cameraID)
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s.Priority = s.GetComponentFactory(priorityID)
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s.Renderable = s.GetComponentFactory(renderableID)
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s.Interactive = s.GetComponentFactory(interactiveID)
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s.Position = s.GetComponentFactory(positionID)
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s.Scale = s.GetComponentFactory(scaleID)
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s.Animation = s.GetComponentFactory(animationID)
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s.Origin = s.GetComponentFactory(originID)
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s.Alpha = s.GetComponentFactory(alphaID)
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}
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func (s *BaseScene) createDefaultViewport() {
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s.Info("creating default viewport")
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viewportID := s.NewEntity()
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s.AddViewport(viewportID)
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s.AddPriority(viewportID)
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camera := s.AddCamera(viewportID)
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sfc := s.systems.RenderSystem.renderer.NewSurface(camera.Width, camera.Height)
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sfc.Clear(color.Transparent)
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s.AddRenderable(viewportID).Surface = sfc
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s.AddMainViewport(viewportID)
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s.Viewports = append(s.Viewports, viewportID)
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}
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// Key returns the scene's key
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func (s *BaseScene) Key() string {
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return s.key
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}
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// Update performs scene boot and renders the scene viewports
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func (s *BaseScene) Update() {
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if !s.booted {
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s.boot()
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}
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if !s.booted {
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return
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}
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s.renderViewports()
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}
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func (s *BaseScene) renderViewports() {
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if s.systems.RenderSystem == nil {
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s.Warning("render system not present")
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return
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}
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if s.systems.RenderSystem.renderer == nil {
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s.Warning("render system doesn't have a renderer instance")
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return
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}
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numViewports := len(s.Viewports)
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if numViewports < 1 {
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s.createDefaultViewport()
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}
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viewportObjects := s.binGameObjectsByViewport()
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for idx := numViewports - 1; idx >= 0; idx-- {
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s.renderViewport(idx, viewportObjects[idx])
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}
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}
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func (s *BaseScene) binGameObjectsByViewport() map[int][]akara.EID {
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bins := make(map[int][]akara.EID)
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for _, eid := range s.GameObjects {
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vpfilter, found := s.GetViewportFilter(eid)
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if !found {
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vpfilter = s.AddViewportFilter(eid)
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vpfilter.Set(mainViewport, true)
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}
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for _, vpidx64 := range vpfilter.ToIntArray() {
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vpidx := int(vpidx64)
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_, found := bins[vpidx]
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if !found {
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bins[vpidx] = make([]akara.EID, 0)
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}
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bins[vpidx] = append(bins[vpidx], eid)
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}
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}
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return bins
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}
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func (s *BaseScene) renderViewport(idx int, objects []akara.EID) {
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id := s.Viewports[idx]
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if idx == mainViewport {
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s.AddMainViewport(id)
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} else {
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s.MainViewport.Remove(id)
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}
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camera, found := s.GetCamera(id)
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if !found {
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return
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}
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sfc, found := s.GetRenderable(id)
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if !found {
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return
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}
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if sfc.Surface == nil {
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sfc.Surface = s.systems.RenderSystem.renderer.NewSurface(camera.Width, camera.Height)
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}
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sfc.Clear(color.Transparent)
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cx, cy := int(camera.X()), int(camera.Y())
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sfc.Surface.PushTranslation(cx, cy) // negative because we're offsetting everything that gets rendered
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sfc.Surface.PushScale(camera.Zoom, camera.Zoom)
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for _, object := range objects {
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s.renderObject(sfc.Surface, object)
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}
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sfc.Pop()
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sfc.Pop()
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}
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func (s *BaseScene) renderObject(target d2interface.Surface, id akara.EID) {
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renderable, found := s.GetRenderable(id)
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if !found {
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return
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}
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position, found := s.GetPosition(id)
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if !found {
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position = s.AddPosition(id)
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}
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scale, found := s.GetScale(id)
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if !found {
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scale = s.AddScale(id)
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}
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alpha, found := s.GetAlpha(id)
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if !found {
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alpha = s.AddAlpha(id)
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}
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x, y := int(position.X()), int(position.Y())
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target.PushTranslation(x, y)
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defer target.Pop()
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target.PushScale(scale.X(), scale.Y())
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defer target.Pop()
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target.PushColor(color.Alpha{A: uint8(alpha.Alpha * 255)})
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defer target.Pop()
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segment, found := s.systems.SpriteFactory.GetSegmentedSprite(id)
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if found {
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animation, found := s.GetAnimation(id)
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if !found {
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return
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}
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var offsetY int
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segmentsX, segmentsY := segment.Xsegments, segment.Ysegments
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frameOffset := segment.FrameOffset
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for y := 0; y < segmentsY; y++ {
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var offsetX, maxFrameHeight int
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for x := 0; x < segmentsX; x++ {
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idx := x + y*segmentsX + frameOffset*segmentsX*segmentsY
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if err := animation.SetCurrentFrame(idx); err != nil {
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s.Error("SetCurrentFrame error" + err.Error())
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}
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target.PushTranslation(x+offsetX, y+offsetY)
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target.Render(animation.GetCurrentFrameSurface())
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target.Pop()
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frameWidth, frameHeight := animation.GetCurrentFrameSize()
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maxFrameHeight = d2math.MaxInt(maxFrameHeight, frameHeight)
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offsetX += frameWidth - 1
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}
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offsetY += maxFrameHeight - 1
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}
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return
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}
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target.Render(renderable.Surface)
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}
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// responsible for wrapping the object factory calls and assigning the created object entity id's to the scene
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type sceneObjectFactory struct {
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*BaseScene
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*d2util.Logger
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}
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func (s *sceneObjectFactory) addBasicComponenets(id akara.EID) {
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_ = s.AddPosition(id)
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_ = s.AddScale(id)
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_ = s.AddAlpha(id)
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_ = s.AddOrigin(id)
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}
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func (s *sceneObjectFactory) Sprite(x, y float64, imgPath, palPath string) akara.EID {
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s.Infof("creating sprite: %s, %s", filepath.Base(imgPath), palPath)
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eid := s.systems.SpriteFactory.Sprite(x, y, imgPath, palPath)
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s.GameObjects = append(s.GameObjects, eid)
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s.addBasicComponenets(eid)
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return eid
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}
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func (s *sceneObjectFactory) SegmentedSprite(x, y float64, imgPath, palPath string, xseg, yseg, frame int) akara.EID {
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s.Infof("creating segmented sprite: %s, %s", filepath.Base(imgPath), palPath)
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eid := s.systems.SpriteFactory.SegmentedSprite(x, y, imgPath, palPath, xseg, yseg, frame)
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s.GameObjects = append(s.GameObjects, eid)
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s.addBasicComponenets(eid)
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return eid
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}
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