121 lines
3.3 KiB
Go
121 lines
3.3 KiB
Go
package main
|
|
|
|
import (
|
|
"github.com/veandco/go-sdl2/sdl"
|
|
"image/color"
|
|
)
|
|
|
|
type GameObject struct {
|
|
baseRect *sdl.Rect
|
|
prevBaseRect *sdl.Rect
|
|
borderRect *sdl.Rect
|
|
collisionRect *sdl.Rect
|
|
orientation uint8
|
|
visualRects [][]*ColoredRect
|
|
colors []color.Color
|
|
inView bool
|
|
}
|
|
|
|
type ColoredRect struct {
|
|
color color.Color
|
|
rect *sdl.Rect
|
|
}
|
|
|
|
func adjustRectToCamera(object *sdl.Rect, camera *sdl.Rect) *sdl.Rect {
|
|
return &sdl.Rect{
|
|
X: object.X - camera.X,
|
|
Y: object.Y - camera.Y,
|
|
W: object.W,
|
|
H: object.H,
|
|
}
|
|
}
|
|
|
|
func (gameObject *GameObject) adjustRectWorld(offset *sdl.Rect) *sdl.Rect {
|
|
return &sdl.Rect{
|
|
X: gameObject.baseRect.X + offset.X,
|
|
Y: gameObject.baseRect.Y + offset.Y,
|
|
W: offset.W,
|
|
H: offset.H,
|
|
}
|
|
}
|
|
|
|
func (gameObject *GameObject) adjustColoredRectWorld(offset *ColoredRect) *ColoredRect {
|
|
return &ColoredRect{
|
|
color: offset.color,
|
|
rect: gameObject.adjustRectWorld(offset.rect),
|
|
}
|
|
}
|
|
|
|
func (gameObject *GameObject) adjustRectToCamera(offset *sdl.Rect, camera *sdl.Rect) *sdl.Rect {
|
|
return &sdl.Rect{
|
|
X: gameObject.baseRect.X + offset.X - camera.X,
|
|
Y: gameObject.baseRect.Y + offset.Y - camera.Y,
|
|
W: offset.W,
|
|
H: offset.H,
|
|
}
|
|
}
|
|
|
|
func (gameObject *GameObject) adjustBaseRect() {
|
|
first := true
|
|
oldX, oldY := gameObject.baseRect.X, gameObject.baseRect.Y
|
|
for _, rect := range gameObject.getCurrentRects() {
|
|
if first {
|
|
gameObject.baseRect = gameObject.adjustRectWorld(rect.rect)
|
|
first = false
|
|
} else {
|
|
|
|
}
|
|
newRect := gameObject.baseRect.Union(gameObject.adjustRectWorld(rect.rect))
|
|
gameObject.baseRect = &newRect
|
|
gameObject.baseRect.X, gameObject.baseRect.Y = oldX, oldY
|
|
}
|
|
}
|
|
|
|
func (gameObject *GameObject) render(camera *sdl.Rect, surface *sdl.Surface) {
|
|
if camera.HasIntersection(gameObject.baseRect) {
|
|
gameObject.inView = true
|
|
if config.Debug {
|
|
baseRectFinal := adjustRectToCamera(gameObject.baseRect, camera)
|
|
_ = surface.FillRect(baseRectFinal, sdl.MapRGBA(surface.Format, 255, 20, 10, 64))
|
|
if !gameObject.collisionRect.Empty() {
|
|
_ = surface.FillRect(adjustRectToCamera(gameObject.collisionRect, camera), sdl.MapRGBA(surface.Format, 40, 192, 255, 64))
|
|
}
|
|
}
|
|
if config.RenderGameObjects {
|
|
for _, coloredRect := range gameObject.visualRects[gameObject.orientation] {
|
|
finalRect := gameObject.adjustRectToCamera(coloredRect.rect, camera)
|
|
r, g, b, a := coloredRect.color.RGBA()
|
|
_ = surface.FillRect(finalRect, sdl.MapRGBA(surface.Format, uint8(r), uint8(g), uint8(b), uint8(a)))
|
|
}
|
|
}
|
|
} else {
|
|
gameObject.inView = false
|
|
}
|
|
}
|
|
|
|
func (gameObject *GameObject) addColoredRect(x, y, w, h int32, color uint8) {
|
|
if gameObject.visualRects == nil {
|
|
gameObject.visualRects = make([][]*ColoredRect, 0)
|
|
}
|
|
if uint8(len(gameObject.visualRects)) <= gameObject.orientation {
|
|
gameObject.visualRects = append(gameObject.visualRects, make([]*ColoredRect, 0))
|
|
}
|
|
if uint8(len(gameObject.colors)) > color {
|
|
gameObject.visualRects[gameObject.orientation] = append(gameObject.visualRects[gameObject.orientation],
|
|
&ColoredRect{
|
|
color: gameObject.colors[color],
|
|
rect: &sdl.Rect{
|
|
X: x, Y: y, W: w, H: h,
|
|
},
|
|
})
|
|
}
|
|
}
|
|
|
|
func (gameObject *GameObject) getCurrentRects() []*ColoredRect {
|
|
return gameObject.visualRects[gameObject.orientation]
|
|
}
|
|
|
|
func (gameObject *GameObject) addColor(color color.Color) {
|
|
gameObject.colors = append(gameObject.colors, color)
|
|
}
|