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package components
import (
coreobjects "github.com/DegustatorPonos/RuinesOfRafdolon/CoreObjects"
rl "github.com/gen2brain/raylib-go/raylib"
)
// The scene implimetation that represents one playable scene
type World struct {
Manager coreobjects.SceneManager
Name string
Floor []FloorTile
StaticObjects []coreobjects.GameObject
Player *Player
Camera *rl.Camera2D
layersStatic layering
// ========== Cache ==========
// the collection of the colliders that belong to static objects - world, buildings, etc
staticColliders []*coreobjects.Collider
}
func (base *World) Create(manager coreobjects.SceneManager) {
base.Manager = manager
base.Player.Init(manager)
base.layersStatic = layering{}
base.generateStaticLayers()
}
func (base *World) Destroy() {
base.Player.Destroy()
}
func (base *World) Update() {
base.Player.Update()
base.Player.SnapCamera(base.Camera)
base.handleZoom()
}
func (base *World) handleZoom() {
var zoomSpeed = 50 * rl.GetFrameTime()
base.Camera.Zoom += zoomSpeed * rl.GetMouseWheelMove()
}
func (base *World) collectStaticColliders() {
base.staticColliders = make([]*coreobjects.Collider, 0)
for _, obj := range base.StaticObjects {
for _, v := range obj.GetColliders() {
base.staticColliders = append(base.staticColliders, &v)
}
}
}
func (base *World) GetStaticColliders() []*coreobjects.Collider {
if base.staticColliders == nil {
base.collectStaticColliders()
}
return base.staticColliders
}
func (base *World) Draw() {
rl.BeginMode2D(*base.Camera)
defer rl.EndMode2D()
for _, v := range base.Floor {
v.Draw()
}
var playerDrawn = false
var layer = base.layersStatic.firstLayer
var i = 0
for {
if layer == nil {
break
}
if !playerDrawn && base.Player.Position.Y < layer.Index {
playerDrawn = true
// fmt.Printf("Player drawn at layer %d\n", i)
base.Player.Draw()
}
for _, v := range layer.Objects {
v.Draw()
}
layer = layer.Next()
i++
}
// Ensure that the player was drawn
if !playerDrawn {
base.Player.Draw()
}
}
func (base *World) generateStaticLayers() {
for _, v := range base.StaticObjects {
base.layersStatic.Insert(v)
}
}
// The single texture drawn at level 0 of the world
type FloorTile struct {
Position rl.Vector2
Texture *rl.Texture2D
}
func (base *FloorTile) Draw() {
rl.DrawTexture(
*base.Texture,
int32(base.Position.X),
int32(base.Position.Y),
rl.White,
)
}
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