Class: SpriteKit::Canvas
- Inherits:
-
Object
- Object
- SpriteKit::Canvas
- Defined in:
- mygame/lib/sprite_kit/canvas.rb
Instance Attribute Summary collapse
-
#hover_rect ⇒ Object
Returns the value of attribute hover_rect.
-
#max_width ⇒ Object
Returns the value of attribute max_width.
-
#rect_size ⇒ Object
Returns the value of attribute rect_size.
-
#spritesheets ⇒ Object
Returns the value of attribute spritesheets.
-
#state ⇒ Object
Returns the value of attribute state.
-
#viewport_boundary ⇒ Object
Returns the value of attribute viewport_boundary.
Instance Method Summary collapse
- #calc(args) ⇒ Object
- #calc_camera(_args) ⇒ Object
- #camera_render_target(args) ⇒ Object
- #camera_speed ⇒ Object
-
#initialize(state:, spritesheets:) ⇒ Canvas
constructor
A new instance of Canvas.
- #input(args) ⇒ Object
- #move_camera(args) ⇒ Object
- #render(args) ⇒ Object
- #render_camera(args) ⇒ Object
- #render_current_sprite(args) ⇒ Object
- #render_grid ⇒ Object
- #render_sprite_canvas(args) ⇒ Object
- #sprite_out_of_bounds?(sprite, rect) ⇒ Boolean
- #tick(args) ⇒ Object
Constructor Details
#initialize(state:, spritesheets:) ⇒ Canvas
Returns a new instance of Canvas.
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# File 'mygame/lib/sprite_kit/canvas.rb', line 11 def initialize(state:, spritesheets:) @spritesheets = spritesheets # max_width of elements to load. Wraps downward if greater than 2000px @max_width = 2000 @hover_rect = nil @hover_rect_screen = nil # @show_grid = false # used to calculate where clicks are registered. @viewport_boundary = { x: 0, y: 0, h: Grid.h, w: Grid.w } @state = state end |
Instance Attribute Details
#hover_rect ⇒ Object
Returns the value of attribute hover_rect.
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# File 'mygame/lib/sprite_kit/canvas.rb', line 9 def hover_rect @hover_rect end |
#max_width ⇒ Object
Returns the value of attribute max_width.
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# File 'mygame/lib/sprite_kit/canvas.rb', line 9 def max_width @max_width end |
#rect_size ⇒ Object
Returns the value of attribute rect_size.
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# File 'mygame/lib/sprite_kit/canvas.rb', line 9 def rect_size @rect_size end |
#spritesheets ⇒ Object
Returns the value of attribute spritesheets.
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# File 'mygame/lib/sprite_kit/canvas.rb', line 9 def spritesheets @spritesheets end |
#state ⇒ Object
Returns the value of attribute state.
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# File 'mygame/lib/sprite_kit/canvas.rb', line 9 def state @state end |
#viewport_boundary ⇒ Object
Returns the value of attribute viewport_boundary.
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# File 'mygame/lib/sprite_kit/canvas.rb', line 9 def @viewport_boundary end |
Instance Method Details
#calc(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 59 def calc(args) calc_camera(args) end |
#calc_camera(_args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 105 def calc_camera(_args) ease = 0.1 @state.camera.scale += (@state.camera.target_scale - @state.camera.scale) * ease @state.camera.x += (@state.camera.target_x - @state.camera.x) * ease @state.camera.y += (@state.camera.target_y - @state.camera.y) * ease end |
#camera_render_target(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 32 def camera_render_target(args) rt = args.outputs[@state.camera_path] = @state.camera. args.outputs[@state.camera_path].w = .w args.outputs[@state.camera_path].h = .h rt end |
#camera_speed ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 40 def camera_speed 3 + (12 / @state.camera.scale) end |
#input(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 50 def input(args) move_camera(args) if args.inputs.keyboard.key_down.escape @state.current_sprite = nil end end |
#move_camera(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 76 def move_camera(args) inputs = args.inputs speed = camera_speed # Movement if inputs.keyboard.left_arrow @state.camera.target_x -= speed elsif inputs.keyboard.right_arrow @state.camera.target_x += speed end if inputs.keyboard.down_arrow @state.camera.target_y -= speed elsif inputs.keyboard.up_arrow @state.camera.target_y += speed end # Zoom if args.inputs.keyboard.key_down.equal_sign || args.inputs.keyboard.key_down.plus @state.camera.target_scale += 0.25 elsif args.inputs.keyboard.key_down.minus @state.camera.target_scale -= 0.25 @state.camera.target_scale = 0.25 if @state.camera.target_scale < 0.25 elsif args.inputs.keyboard.zero @state.camera.target_scale = 1 end end |
#render(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 63 def render(args) render_camera(args) if @state.show_grid @state.draw_buffer[@state.camera_path].concat(render_grid) end render_sprite_canvas(args) render_current_sprite(args) if @hover_rect_screen @state.draw_buffer[@state.camera_path] << @hover_rect_screen end end |
#render_camera(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 113 def render_camera(args) camera_render_target(args) @state.draw_buffer.primitives << { **@state.camera., path: @state.camera_path } end |
#render_current_sprite(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 366 def render_current_sprite(args) current_sprite = @state.current_sprite if current_sprite current_sprite.w = current_sprite.source_w current_sprite.h = current_sprite.source_h current_sprite.x = @state.world_mouse.x - (@state.current_sprite.w / 2) current_sprite.y = @state.world_mouse.y - (@state.current_sprite.h / 2) # args.outputs.debug << { x: @state.camera.x, y: @state.camera.y }.to_s # prefab stuff. if @state.current_sprite.prefab && @state.current_sprite.prefab.length > 0 prefab = SpriteMethods.render_prefab(@state.current_sprite).map do |sprite| @state.camera.to_screen_space(sprite) end @state.draw_buffer[@state.camera_path].sprites.concat(prefab) else @state.draw_buffer[@state.camera_path].sprites << @state.camera.to_screen_space(@state.current_sprite) end # @state.draw_buffer[@state.camera_path].sprites << @state.camera.to_screen_space(@state.current_sprite) end end |
#render_grid ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 389 def render_grid world = @state.camera.to_world_space!(@state.camera..dup) tile_size = 32 min_x = (world.x / tile_size).floor * tile_size min_y = (world.y / tile_size).floor * tile_size max_x = world.x + world.w max_y = world.y + world.h solids = [] x = min_x while x <= max_x s = { x: x, y: min_y, w: 1, h: max_y - min_y } @state.camera.to_screen_space!(s) solids << { x: s.x, y: s.y, w: 1, h: s.h, r: 255, g: 255, b: 255, a: 255, path: :solid } x += tile_size end y = min_y while y <= max_y s = { x: min_x, y: y, w: max_x - min_x, h: 1 } @state.camera.to_screen_space!(s) solids << { x: s.x, y: s.y, w: s.w, h: 1, r: 255, g: 255, b: 255, a: 255, path: :solid } y += tile_size end solids end |
#render_sprite_canvas(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 118 def render_sprite_canvas(args) x = 0 y = 0 gap = 80 current_width = 0 current_row = [] @hover_rect = nil @hover_rect_screen = nil @spritesheets.each_with_index do |spritesheet, index| current_width += spritesheet.file_width if index > 0 prev_spritesheet = @spritesheets[index - 1] if current_width + gap + spritesheet.file_width > @max_width # move down a row current_width = spritesheet.file_width y -= current_row.max_by(&:h).h + gap x = 0 current_row = [] else x += prev_spritesheet.file_width + gap end end spritesheet.merge!({ x: x, y: y - spritesheet.file_height, w: spritesheet.file_width, h: spritesheet.file_height, path: spritesheet.path }) current_row << spritesheet end visible_spritesheets = @state.camera.(@spritesheets) visible_spritesheets.each do |spritesheet| spritesheet.spritesheet_screen = @state.camera.to_screen_space(spritesheet) @state.draw_buffer[@state.camera_path] << spritesheet.spritesheet_screen @state.draw_buffer[@state.camera_path].concat(Primitives.borders(spritesheet.spritesheet_screen).values) end Geometry.find_all_intersect_rect(@state.world_mouse, visible_spritesheets).each do |spritesheet| spritesheet_screen = spritesheet.spritesheet_screen rect_size = @state.tile_selection relative_x = (@state.world_mouse.x - spritesheet.x).clamp(@state.tile_selection.offset_x, spritesheet.w) relative_y = (@state.world_mouse.y - spritesheet.y).clamp(@state.tile_selection.offset_y, spritesheet.h) column_gap = @state.tile_selection.column_gap row_gap = @state.tile_selection.row_gap rect_x = (relative_x).ifloor(rect_size.w + column_gap) rect_y = (relative_y).ifloor(rect_size.h + row_gap) hover_rect_x = rect_x + spritesheet.x + @state.tile_selection.offset_x hover_rect_y = rect_y + spritesheet.y + @state.tile_selection.offset_y @hover_rect = rect_size.merge({ x: hover_rect_x, y: hover_rect_y, path: :pixel, primitive_marker: :sprite, r: 255, g: 0, b: 0, a: 128 }) unclamped_source_x = (@hover_rect.x - spritesheet.x)# .clamp(0, spritesheet.w - rect_size.w) unclamped_source_y = (@hover_rect.y - spritesheet.y)# .clamp(0, spritesheet.h - rect_size.h) source_x = unclamped_source_x.clamp(@state.tile_selection.offset_x, spritesheet.w - rect_size.w) source_y = unclamped_source_y.clamp(@state.tile_selection.offset_y, spritesheet.h - rect_size.h) # source_w and source_h need to be "clamped" because otherwise you get weird scaling. source_w = (rect_size.w).clamp(@state.tile_selection.offset_x, spritesheet.w - source_x) if unclamped_source_x < 0 source_w += unclamped_source_x @hover_rect.w += unclamped_source_x @hover_rect.x -= unclamped_source_x elsif unclamped_source_x > spritesheet.w - rect_size.w source_x_diff = unclamped_source_x - source_x source_w -= source_x_diff source_x += source_x_diff @hover_rect.w -= source_x_diff # @hover_rect.x -= source_x_diff end # w = 16, source_x = 72 = 88px, but file max is 80. need to chop 8px. # w = 16, source_x = 0 = 16px, file max is 80. use 16px. source_h = (rect_size.h).clamp(@state.tile_selection.offset_y, spritesheet.h - source_y) if unclamped_source_y < 0 source_h += unclamped_source_y @hover_rect.h += unclamped_source_y @hover_rect.y -= unclamped_source_y elsif unclamped_source_y > spritesheet.h - rect_size.h source_y_diff = unclamped_source_y - source_y source_h -= source_y_diff source_y += source_y_diff @hover_rect.h -= source_y_diff # @hover_rect.x -= source_x_diff end # h = 16, source_y = 72 = 88px, but file max is 80px. need to chop 8px. # h = 16, source_x = 0 = 16px, file max is 80. use 16px. new_sprite = { spritesheet: spritesheet, w: @hover_rect.w, h: @hover_rect.h, source_x: source_x, source_y: source_y, source_w: source_w, source_h: source_h, path: spritesheet.path } if @state.current_sprite && @state.current_sprite.path == new_sprite.path && args.inputs.keyboard.key_down_or_held?(:shift) current_sprite = @state.current_sprite if current_sprite.source_x == new_sprite.source_x # no-op elsif current_sprite.source_x > new_sprite.source_x source_x = [current_sprite.source_x, new_sprite.source_x].min source_w = [current_sprite.source_x - new_sprite.source_x + @hover_rect.w, current_sprite.source_w].max else source_x = [current_sprite.source_x, new_sprite.source_x].min source_w = [new_sprite.source_x - current_sprite.source_x + @hover_rect.w, spritesheet.w - source_x].min end if current_sprite.source_y == new_sprite.source_y # no-op elsif current_sprite.source_y > new_sprite.source_y source_y = new_sprite.source_y source_h = current_sprite.source_y - new_sprite.source_y + [new_sprite.source_h, current_sprite.source_h].min else source_y = current_sprite.source_y source_h = new_sprite.source_y - current_sprite.source_y + [new_sprite.source_h, current_sprite.source_h].min end # rect_x = (relative_x).ifloor(rect_size.w + column_gap) # rect_y = (relative_y).ifloor(rect_size.h + row_gap) # puts "Rows: #{rows}, Columns: #{columns}" new_sprite = new_sprite.merge({ source_x: source_x, source_y: source_y, source_w: source_w, source_h: source_h, }) if args.inputs.mouse.click @virtual_sprite_selection = nil else @virtual_sprite_selection = { x: spritesheet.x + new_sprite.source_x, y: spritesheet.y + new_sprite.source_y, w: new_sprite.source_w, h: new_sprite.source_h, path: :pixel, r: 255, g: 255, b: 255, a: 64, # blendmode_enum: 0, } end else @virtual_sprite_selection = nil end if !args.inputs.mouse.intersect_rect?(@viewport_boundary) next end if args.inputs.mouse.click @state.current_sprite = new_sprite @state.current_sprite.spritesheet = spritesheet end @hover_rect_screen = @state.camera.to_screen_space(@hover_rect) label_size = 20 label = { x: spritesheet_screen.x + (spritesheet_screen.w / 2), y: spritesheet_screen.y + spritesheet_screen.h + label_size, text: "#{spritesheet.path}", primitive_marker: :label, size_px: label_size, r: 255, b: 255, g: 255, a: 255, anchor_x: 0.5, anchor_y: 0.5, scale_quality_enum: 2 } label_w, label_h = GTK.calcstringbox(label.text, size_px: label_size) label_background = label.merge({ w: label_w + 16, h: label_h + 8, anchor_x: 0.5, anchor_y: 0.5, primitive_marker: :solid, r: 0, b: 0, g: 0, a: 255, }) @state.draw_buffer[@state.camera_path].concat([ label_background, label, ]) end if @virtual_sprite_selection @state.draw_buffer[@state.camera_path] << @state.camera.to_screen_space(@virtual_sprite_selection) end if @state.current_sprite @current_sprite_selection = { x: @state.current_sprite.spritesheet.x + @state.current_sprite.source_x, y: @state.current_sprite.spritesheet.y + @state.current_sprite.source_y, w: @state.current_sprite.source_w, h: @state.current_sprite.source_h, path: :pixel, r: 50, g: 50, b: 50, a: 128, } s = @state.camera.to_screen_space(@current_sprite_selection) # make it appear to take the whole grid despite how borders appear. s.w += 1 s.h += 1 @state.draw_buffer[@state.camera_path] << s end end |
#sprite_out_of_bounds?(sprite, rect) ⇒ Boolean
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# File 'mygame/lib/sprite_kit/canvas.rb', line 419 def sprite_out_of_bounds?(sprite, rect) return true if sprite.source_x < 0 return true if sprite.source_y < 0 return true if sprite.source_x + sprite.source_w > rect.w return true if sprite.source_y + sprite.source_h > rect.h false end |
#tick(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/canvas.rb', line 44 def tick(args) input(args) calc(args) render(args) end |