/
gameplayscene.go
83 lines (67 loc) · 1.72 KB
/
gameplayscene.go
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package main
import (
"bytes"
"fmt"
"image"
_ "image/png"
"log"
"github.com/andreecy/pecel"
"github.com/andreecy/pecel/examples/resources/images"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
type GameplayScene struct {
world *ebiten.Image
camera *pecel.Camera
player *Player
}
var (
tilesImage *ebiten.Image
charImage *ebiten.Image
)
func init() {
img, _, err := image.Decode(bytes.NewReader(images.Grass_png))
if err != nil {
log.Fatal(err)
}
tilesImage = ebiten.NewImageFromImage(img)
charImg, _, err := image.Decode(bytes.NewReader(images.Character_png))
if err != nil {
log.Fatal(err)
}
charImage = ebiten.NewImageFromImage(charImg)
}
func (s *GameplayScene) Update(state *pecel.GameState) error {
if s.world == nil {
s.world = ebiten.NewImage(200, 200)
}
if s.camera == nil {
s.camera = pecel.CreateCamera(screenWidth, screenHeight)
}
if s.player == nil {
s.player = &Player{}
}
if ebiten.IsKeyPressed(ebiten.KeyQ) {
s.camera.ZoomFactor -= 1
}
if ebiten.IsKeyPressed(ebiten.KeyE) {
s.camera.ZoomFactor += 1
}
s.player.Update()
// follow player
s.camera.Position = s.player.Position
return nil
}
func (s *GameplayScene) Draw(screen *ebiten.Image) {
s.world.Clear()
// draw grounds
op := &ebiten.DrawImageOptions{}
s.world.DrawImage(tilesImage, op)
// draw player
s.player.Draw(s.world)
s.camera.Render(s.world, screen)
// debug
wordPos := s.camera.ScreenToWorld(pecel.NewVec2(ebiten.CursorPosition()))
ebitenutil.DebugPrint(screen, fmt.Sprintf("FPS: %0.1f", ebiten.ActualFPS()))
ebitenutil.DebugPrintAt(screen, fmt.Sprintf("%s\nCursor World Pos: %.2f,%.2f", s.camera.String(), wordPos.X, wordPos.Y), 0, screenHeight-32)
}