batch draw ships
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parent
ae0256ca89
commit
f230a0b995
16
gfx/gfx.go
16
gfx/gfx.go
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@ -115,11 +115,12 @@ func renderBackground(w *pixelgl.Window, batch *pixel.Batch) {
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}
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func renderRacers(ctx context, colors map[*game.Team]pixel.RGBA, pic pixel.Picture) {
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batch := pixel.NewBatch(new(pixel.TrianglesData), pic)
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for i, t := range ctx.sNew.Teams {
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c := colors[&ctx.sNew.Teams[i]]
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for j, racer := range t.Racers {
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oldRacer := ctx.sOld.Teams[i].Racers[j]
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renderRacer(ctx, oldRacer, racer, racer.ID == ctx.sOld.Teams[i].Baton.HolderID, c, pic)
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renderRacer(ctx, batch, oldRacer, racer, racer.ID == ctx.sOld.Teams[i].Baton.HolderID, c, pic)
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}
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oldHolder, newHolder := game.ActiveRacer(ctx.sOld.Teams[i]), game.ActiveRacer(ctx.sNew.Teams[i])
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@ -131,13 +132,12 @@ func renderRacers(ctx context, colors map[*game.Team]pixel.RGBA, pic pixel.Pictu
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Y: oldPos.Y + ctx.tween*(newPos.Y-oldPos.Y),
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}
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batch := pixel.NewBatch(new(pixel.TrianglesData), nil)
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renderBaton(pos, batch)
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batch.Draw(ctx.w)
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}
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batch.Draw(ctx.w)
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}
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func renderRacer(ctx context, oldRacer, racer game.Racer, active bool, c pixel.RGBA, pic pixel.Picture) {
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func renderRacer(ctx context, batch *pixel.Batch, oldRacer, racer game.Racer, active bool, c pixel.RGBA, pic pixel.Picture) {
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oldPos := lanePos(oldRacer.Position.Pos, oldRacer.Position.Lane, racerWidth, ctx.w.Bounds())
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newPos := lanePos(racer.Position.Pos, racer.Position.Lane, racerWidth, ctx.w.Bounds())
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pos := pixel.Vec{
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@ -172,12 +172,12 @@ func renderRacer(ctx context, oldRacer, racer game.Racer, active bool, c pixel.R
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im.Push(ll)
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im.Push(ur)
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im.Rectangle(0)
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im.Draw(ctx.w)
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im.Draw(batch)
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}
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bounds := pic.Bounds()
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sprite := pixel.NewSprite(pic, bounds)
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sprite.DrawColorMask(ctx.w, pixel.IM.Moved(pos).ScaledXY(pos, pixel.Vec{1.7, 1.7}), c)
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sprite.DrawColorMask(batch, pixel.IM.Moved(pos).ScaledXY(pos, pixel.Vec{1.7, 1.7}), c)
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w := 3.0
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@ -197,8 +197,8 @@ func renderRacer(ctx context, oldRacer, racer game.Racer, active bool, c pixel.R
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}
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im1.Circle(w, 0)
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im2.Circle(w, 1)
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im1.Draw(ctx.w)
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im2.Draw(ctx.w)
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im1.Draw(batch)
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im2.Draw(batch)
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}
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func renderBaton(pos pixel.Vec, b *pixel.Batch) {
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