fix flickering

This commit is contained in:
2024-06-10 14:17:36 +02:00
parent 63d8d09fc0
commit 0fdd4bbd81
2 changed files with 14 additions and 12 deletions

View File

@@ -10,7 +10,6 @@ type Game struct {
CurrentScene SceneName CurrentScene SceneName
Config *Config Config *Config
Scale float32 Scale float32
Screen *ebiten.Image
} }
func NewGame(config *Config, startscene SceneName) *Game { func NewGame(config *Config, startscene SceneName) *Game {
@@ -24,10 +23,10 @@ func NewGame(config *Config, startscene SceneName) *Game {
// setup scene[s] // setup scene[s]
game.CurrentScene = startscene game.CurrentScene = startscene
game.Scenes[Play] = NewPlayScene(game, config) game.Scenes[Play] = NewPlayScene(game, config)
game.Scenes[Toolbar] = NewToolbarScene(game, config)
game.Scenes[Menu] = NewMenuScene(game, config) game.Scenes[Menu] = NewMenuScene(game, config)
game.Scenes[Options] = NewOptionsScene(game, config) game.Scenes[Options] = NewOptionsScene(game, config)
game.Scenes[Keybindings] = NewKeybindingsScene(game, config) game.Scenes[Keybindings] = NewKeybindingsScene(game, config)
game.Scenes[Toolbar] = NewToolbarScene(game, config)
// setup environment // setup environment
ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight) ebiten.SetWindowSize(game.ScreenWidth, game.ScreenHeight)
@@ -35,7 +34,6 @@ func NewGame(config *Config, startscene SceneName) *Game {
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled) ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
ebiten.SetScreenClearedEveryFrame(true) ebiten.SetScreenClearedEveryFrame(true)
game.Screen = ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
return game return game
} }
@@ -50,13 +48,18 @@ func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
} }
func (game *Game) Update() error { func (game *Game) Update() error {
scene := game.GetCurrentScene() for _, scene := range game.Scenes {
if scene.IsPrimary() {
if quit := scene.Update(); quit != nil { if quit := scene.Update(); quit != nil {
return quit return quit
} }
}
}
scene := game.GetCurrentScene()
next := scene.GetNext() next := scene.GetNext()
if next != game.CurrentScene { if next != game.CurrentScene {
game.Scenes[next].SetPrevious(game.CurrentScene) game.Scenes[next].SetPrevious(game.CurrentScene)
scene.ResetNext() scene.ResetNext()
@@ -77,6 +80,7 @@ func (game *Game) Draw(screen *ebiten.Image) {
if current == game.CurrentScene { if current == game.CurrentScene {
// avoid to redraw it in the next step // avoid to redraw it in the next step
skip = true skip = true
break
} }
} }
} }

View File

@@ -19,7 +19,7 @@ type Images struct {
} }
const ( const (
DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s" DEBUG_FORMAT = "FPS: %0.2f, TPG: %d, M: %0.2fMB, Generations: %d\nScale: %.02f, Zoom: %d, Cam: %.02f,%.02f Cursor: %d,%d %s, UI Active: %t"
) )
type ScenePlay struct { type ScenePlay struct {
@@ -485,10 +485,8 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
scene.DrawDebug(screen) scene.DrawDebug(screen)
op.GeoM.Reset() // draw the toolbar directly from here, because otherwise it flickers
op.GeoM.Translate(0, 0) scene.Game.Scenes[Toolbar].Draw(screen)
scene.Game.Screen.DrawImage(screen, op)
} }
func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) { func (scene *ScenePlay) DrawEvolution(screen *ebiten.Image, x, y int, op *ebiten.DrawImageOptions) {
@@ -556,7 +554,7 @@ func (scene *ScenePlay) DrawDebug(screen *ebiten.Image) {
scene.Game.Scale, scene.Camera.ZoomFactor, scene.Game.Scale, scene.Camera.ZoomFactor,
scene.Camera.Position[0], scene.Camera.Position[1], scene.Camera.Position[0], scene.Camera.Position[1],
x, y, x, y,
paused) paused, uiinput.UIActive)
FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10)) FontRenderer.Renderer.SetSizePx(10 + int(scene.Game.Scale*10))
FontRenderer.Renderer.SetTarget(screen) FontRenderer.Renderer.SetTarget(screen)