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AlgebraicDataflowArchitectureModel / GameEngine / src / main / java / gameEngine / views / Sprite.java
package gameEngine.views;

import org.joml.Vector3f;

import static org.lwjgl.opengl.GL11.*;

public class Sprite extends Renderer {

    private Texture texture;

    private int spriteWidth = 1;
    private int spriteHeight = 1;

    public Sprite(String texturePath, Vector3f pos, Vector3f scale) {
        this.texture = new Texture(texturePath); // テクスチャの読み込み
        this.position = pos;
        this.rotation = new Vector3f(0,0,0);
        this.scale = scale;
        updateSpriteDimensions();
    }

    public Sprite(String texturePath, float posX, float posY, float scaleX, float scaleY) {
        this(texturePath, new Vector3f(posX, posY,0), new Vector3f(scaleX, scaleY ,1.0f));
        updateSpriteDimensions();
    }

    public Sprite(String texturePath) {
        this(texturePath, new Vector3f(0, 0,0), new Vector3f(1.0f, 1.0f, 1.0f));
    }

    public void update(){
        Integer id = texture.getId();
        if(id == null) {
            texture.init();
        }
        render();
    }

    public void setColor(Color color) {
        this.color = color;
    }

    public void setTexturePath(String texturePath) {
        this.texture = new Texture(texturePath);
        updateSpriteDimensions();
    }

    public float getDisplayedWidth() {
        return spriteWidth * scale.x;
    }

    public float getDisplayedHeight() {
        return spriteHeight * scale.y;
    }

    public void updateSpriteDimensions() {
        if (texture != null) {
            this.spriteWidth = texture.getWidth();
            this.spriteHeight = texture.getHeight();
        }
    }

    public boolean isMouseOver(float mouseX, float mouseY) {
        float width = getDisplayedWidth();
        float height = getDisplayedHeight();
        return mouseX >= position.x && mouseX <= position.x + width &&
                mouseY >= position.y && mouseY <= position.y + height;
    }

    @Override
    public void render() {
        prepareRendering();
        glBindTexture(GL_TEXTURE_2D, texture.getId());

        glBegin(GL_QUADS);
        glTexCoord2f(0, 0); glVertex3f(0, 0, 0);  // 左上の頂点
        glTexCoord2f(1, 0); glVertex3f(spriteWidth, 0, 0);  // 右上の頂点
        glTexCoord2f(1, 1); glVertex3f(spriteWidth, spriteHeight, 0); // 右下の頂点
        glTexCoord2f(0, 1); glVertex3f(0, spriteHeight, 0); // 左下の頂点
        glEnd();

        endRendering();
    }
}