X-Git-Url: http://nitlanguage.org diff --git a/lib/gamnit/flat.nit b/lib/gamnit/flat.nit index 2a182b2..cafac8a 100644 --- a/lib/gamnit/flat.nit +++ b/lib/gamnit/flat.nit @@ -42,15 +42,58 @@ import performance_analysis import gamnit import gamnit::cameras_cache +intrude import gamnit::cameras import gamnit::dynamic_resolution import gamnit::limit_fps import gamnit::camera_control -# Draw a `texture` at `center` +# Visible 2D entity in the game world or UI # -# An instance of `Sprite` can only belong to a single `SpriteSet` at -# a time. The on screen position depends on the camera associated +# Similar to `gamnit::Actor` which is in 3D. +# +# Each sprite associates a `texture` to the position `center`. +# The appearance is modified by `rotation`, `invert_x`, +# `scale`, `red`, `green`, `blue` and `alpha`. +# These values can be changed at any time and will trigger an update +# of the data on the GPU side, having a small performance cost. +# +# For a sprite to be visible, it must be added to either the world `sprites` +# or the `ui_sprites`. +# However, an instance of `Sprite` can only belong to a single `SpriteSet` +# at a time. The final on-screen position depends on the camera associated # to the `SpriteSet`. +# +# ~~~ +# # Load texture and create sprite +# var texture = new Texture("path/in/assets.png") +# var sprite = new Sprite(texture, new Point3d[Float](0.0, 0.0, 0.0)) +# +# # Add sprite to the visible game world +# app.sprites.add sprite +# +# # Extra configuration of the sprite +# sprite.rotation = pi/2.0 +# sprite.scale = 2.0 +# +# # Show only the blue colors +# sprite.red = 0.0 +# sprite.green = 0.0 +# ~~~ +# +# To add a sprite to the UI it can be anchored to screen borders +# with `ui_camera.top_left` and the likes. +# +# ~~~nitish +# # Place it a bit off the top left of the screen +# var pos = app.ui_camera.top_left.offset(128.0, -128.0, 0) +# +# # Load texture and create sprite +# var texture = new Texture("path/in/assets.png") +# var sprite = new Sprite(texture, pos) +# +# # Add it to the UI (above world sprites) +# app.ui_sprites.add sprite +# ~~~ class Sprite # Texture drawn to screen @@ -80,10 +123,10 @@ class Sprite center_direct = value end - # Rotation on the Z axis, positive values go counterclockwise + # Rotation on the Z axis, positive values turn counterclockwise var rotation = 0.0 is writable(rotation_direct=) - # Rotation on the Z axis, positive values go counterclockwise + # Rotation on the Z axis, positive values turn counterclockwise fun rotation=(value: Float) do if isset _rotation and value != rotation then needs_update @@ -102,10 +145,12 @@ class Sprite # Scale applied to this sprite # - # The default size of `self` depends on the size in pixels of `texture`. + # The basic size of `self` depends on the size in pixels of `texture`. var scale = 1.0 is writable(scale_direct=) - # Scale applied to this sprite, see `scale` + # Scale applied to this sprite + # + # The basic size of `self` depends on the size in pixels of `texture`. fun scale=(value: Float) do if isset _scale and value != scale then needs_update @@ -233,10 +278,10 @@ redef class App # Camera for `ui_sprites` using an orthogonal view var ui_camera = new UICamera(app.display.as(not null)) is lazy - # World sprites to draw as seen by `world_camera` + # World sprites drawn as seen by `world_camera` var sprites: Set[Sprite] = new SpriteSet - # UI sprites to draw as seen by `ui_camera`, drawn over world `sprites` + # UI sprites drawn as seen by `ui_camera`, over world `sprites` var ui_sprites: Set[Sprite] = new SpriteSet # Main method to refine in clients to update game logic and `sprites` @@ -249,8 +294,6 @@ redef class App do texture.load - ui_camera.reset_height 1080.0 - var splash = new Sprite(texture, ui_camera.center) ui_sprites.add splash @@ -541,12 +584,6 @@ private class Simple2dProgram end redef class Point3d[N] - # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z` - fun offset(x, y, z: Numeric): Point3d[Float] - do - return new Point3d[Float](self.x.to_f+x.to_f, self.y.to_f+y.to_f, self.z.to_f+z.to_f) - end - # --- # Associate each point to its sprites @@ -597,12 +634,32 @@ redef class Point3d[N] end end +redef class OffsetPoint3d + redef fun x=(v) + do + if isset _x and v != x then needs_update + super + end + + redef fun y=(v) + do + if isset _y and v != y then needs_update + super + end + + redef fun z=(v) + do + if isset _z and v != z then needs_update + super + end +end + # Set of sprites sorting them into different `SpriteContext` private class SpriteSet super HashSet[Sprite] # Map texture then static vs dynamic to a `SpriteContext` - var contexts_map = new HashMap2[GamnitRootTexture, Bool, SpriteContext] + var contexts_map = new HashMap2[RootTexture, Bool, SpriteContext] # Contexts in `contexts_map` var contexts_items = new Array[SpriteContext] @@ -697,7 +754,7 @@ private class SpriteContext # Context config and state # Only root texture drawn by this context - var texture: nullable GamnitRootTexture + var texture: nullable RootTexture # OpenGL ES usage of `buffer_array` and `buffer_element` var usage: GLBufferUsage @@ -1040,6 +1097,8 @@ end # The data can be compressed by a call to `defragment`. # # ~~~ +# intrude import gamnit::flat +# # var array = new GroupedArray[String] # assert array.to_s == "" # @@ -1078,7 +1137,7 @@ end # # array.add "E" # assert array.to_s == "[A,B,c,D,E]" -# assert array.capacity == 5 +# assert array.capacity == 6 # assert array.length == 5 # # array.remove "A" @@ -1199,6 +1258,8 @@ private class GroupedArray[E] # Returns the elements that moved as a list. # # ~~~ + # intrude import gamnit::flat + # # var array = new GroupedArray[String] # array.add "a" # array.add "b"