mirror of
https://codeberg.org/scip/golsky.git
synced 2025-12-16 20:20:57 +01:00
draw the grid explicitly thus leading to full cells w/o the grid
This commit is contained in:
61
src/play.go
61
src/play.go
@@ -46,22 +46,22 @@ type ScenePlay struct {
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Clear bool
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Clear bool
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Grids []*Grid // 2 grids: one current, one next
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Grids []*Grid // 2 grids: one current, one next
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History History // holds state of past dead cells for evolution traces
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History History // holds state of past dead cells for evolution traces
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Index int // points to current grid
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Index int // points to current grid
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Generations int64 // Stats
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Generations int64 // Stats
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TicksElapsed int // tick counter for game speed
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TicksElapsed int // tick counter for game speed
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Camera Camera // for zoom+move
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Camera Camera // for zoom+move
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World, Cache *ebiten.Image // actual image we render to
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World, Cache, GridImage *ebiten.Image // actual image we render to
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WheelTurned bool // when user turns wheel multiple times, zoom faster
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WheelTurned bool // when user turns wheel multiple times, zoom faster
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Dragging bool // middle mouse is pressed, move canvas
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Dragging bool // middle mouse is pressed, move canvas
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LastCursorPos []float64 // used to check if the user is dragging
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LastCursorPos []float64 // used to check if the user is dragging
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MarkTaken bool // true when mouse1 pressed
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MarkTaken bool // true when mouse1 pressed
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MarkDone bool // true when mouse1 released, copy cells between Mark+Point
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MarkDone bool // true when mouse1 released, copy cells between Mark+Point
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Mark, Point image.Point // area to marks+save
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Mark, Point image.Point // area to marks+save
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RunOneStep bool // mutable flags from config
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RunOneStep bool // mutable flags from config
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TPG int // current game speed (ticks per game)
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TPG int // current game speed (ticks per game)
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Theme Theme
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Theme Theme
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}
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}
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func NewPlayScene(game *Game, config *Config) Scene {
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func NewPlayScene(game *Game, config *Config) Scene {
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@@ -485,6 +485,13 @@ func (scene *ScenePlay) Draw(screen *ebiten.Image) {
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}
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}
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}
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}
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if scene.Config.ShowGrid {
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// draw the pre-drawn grid onto the world
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op.GeoM.Reset()
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op.GeoM.Translate(0, 0)
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scene.World.DrawImage(scene.GridImage, op)
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}
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scene.DrawMark(scene.World)
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scene.DrawMark(scene.World)
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scene.Camera.Render(scene.World, screen)
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scene.Camera.Render(scene.World, screen)
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@@ -589,6 +596,13 @@ func (scene *ScenePlay) InitCache() {
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}
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}
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for y := 0; y < scene.Config.Height; y++ {
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for y := 0; y < scene.Config.Height; y++ {
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// horizontal grid line
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vector.StrokeLine(scene.GridImage,
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float32(0), float32(y*scene.Config.Cellsize),
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float32(scene.Config.Width*scene.Config.Cellsize), float32(y*scene.Config.Cellsize),
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1, scene.Theme.Color(ColGrid), false,
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)
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for x := 0; x < scene.Config.Width; x++ {
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for x := 0; x < scene.Config.Width; x++ {
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op.GeoM.Reset()
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op.GeoM.Reset()
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op.GeoM.Translate(
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op.GeoM.Translate(
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@@ -597,6 +611,13 @@ func (scene *ScenePlay) InitCache() {
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)
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)
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scene.Cache.DrawImage(scene.Theme.Tile(ColDead), op)
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scene.Cache.DrawImage(scene.Theme.Tile(ColDead), op)
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// vertical grid line
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vector.StrokeLine(scene.GridImage,
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float32(x*scene.Config.Cellsize), float32(0),
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float32(x*scene.Config.Cellsize), float32(scene.Config.Height*scene.Config.Cellsize),
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1, scene.Theme.Color(ColGrid), false,
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)
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}
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}
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}
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}
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}
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}
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@@ -615,6 +636,7 @@ func (scene *ScenePlay) InitGrid() {
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}
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}
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scene.History = NewHistory(scene.Config.Height, scene.Config.Width)
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scene.History = NewHistory(scene.Config.Height, scene.Config.Width)
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}
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}
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func (scene *ScenePlay) Init() {
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func (scene *ScenePlay) Init() {
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@@ -642,10 +664,17 @@ func (scene *ScenePlay) Init() {
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scene.Config.Height*scene.Config.Cellsize,
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scene.Config.Height*scene.Config.Cellsize,
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)
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)
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scene.GridImage = ebiten.NewImage(
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scene.Config.Width*scene.Config.Cellsize,
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scene.Config.Height*scene.Config.Cellsize,
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)
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scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
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scene.Theme = scene.Config.ThemeManager.GetCurrentTheme()
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scene.InitCache()
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scene.InitCache()
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if scene.Config.DelayedStart && !scene.Config.Empty {
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if scene.Config.DelayedStart && !scene.Config.Empty {
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// do not fill the grid when the main menu comes up first, the
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// user decides interactively what to do
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scene.Config.Empty = true
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scene.Config.Empty = true
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scene.InitGrid()
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scene.InitGrid()
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scene.Config.Empty = false
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scene.Config.Empty = false
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@@ -155,8 +155,8 @@ func (manager *ThemeManager) SetCurrentTheme(theme string) {
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func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
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func FillCell(tile *ebiten.Image, cellsize int, col color.RGBA) {
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vector.DrawFilledRect(
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vector.DrawFilledRect(
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tile,
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tile,
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float32(1),
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float32(0),
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float32(1),
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float32(0),
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float32(cellsize),
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float32(cellsize),
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float32(cellsize),
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float32(cellsize),
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col, false,
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col, false,
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