ebiten/examples/drag/main.go

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2018-04-30 17:50:53 +02:00
// Copyright 2018 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// +build example jsgo
package main
import (
"bytes"
"image"
"image/color"
_ "image/png"
"log"
"math/rand"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
"github.com/hajimehoshi/ebiten/examples/resources/images"
"github.com/hajimehoshi/ebiten/inpututil"
)
const (
screenWidth = 320
screenHeight = 240
)
// Sprite represents an image.
type Sprite struct {
image *ebiten.Image
x int
y int
}
// In returns true if (x, y) is in the sprite, and false otherwise.
func (s *Sprite) In(x, y int) bool {
// Check the actual color (alpha) value at the specified position
// so that the result of In becomes natural to users.
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//
// Note that this is not a good manner to use At for logic
// since color from At might include some errors on some machines.
// As this is not so important logic, it's ok to use it so far.
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return s.image.At(x-s.x, y-s.y).(color.RGBA).A > 0
}
// MoveBy moves the sprite by (x, y).
func (s *Sprite) MoveBy(x, y int) {
w, h := s.image.Size()
s.x += x
s.y += y
if s.x < 0 {
s.x = 0
}
if s.x > screenWidth-w {
s.x = screenWidth - w
}
if s.y < 0 {
s.y = 0
}
if s.y > screenHeight-h {
s.y = screenHeight - h
}
}
// Draw draws the sprite.
func (s *Sprite) Draw(screen *ebiten.Image, dx, dy int, alpha float64) {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(s.x+dx), float64(s.y+dy))
op.ColorM.Scale(1, 1, 1, alpha)
screen.DrawImage(s.image, op)
screen.DrawImage(s.image, op)
}
type DragPhase int
const (
DragPhaseNone DragPhase = iota
DragPhaseStart
DragPhaseDrag
DragPhaseEnd
)
// DragState manages the current drag state.
type DragState struct {
phase DragPhase
// initX and initY represents the position when dragging starts.
// initX and initY values don't make sense when phase is DragPhaseNone.
initX int
initY int
// currentX and currentY represents the current position
// initX and initY values don't make sense when phase is DragPhaseNone.
currentX int
currentY int
}
func (d *DragState) Update() {
switch d.phase {
case DragPhaseNone:
if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
cx, cy := ebiten.CursorPosition()
d.phase = DragPhaseStart
d.initX = cx
d.initY = cy
d.currentX = cx
d.currentY = cy
}
case DragPhaseStart:
d.phase = DragPhaseDrag
case DragPhaseDrag:
x, y := ebiten.CursorPosition()
d.currentX = x
d.currentY = y
if inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft) {
d.phase = DragPhaseEnd
}
case DragPhaseEnd:
d.phase = DragPhaseNone
}
}
type Game struct {
dragState DragState
sprites []*Sprite
// draggingSpriteIndex represents the index of the sprites
// that is being dragged. If draggingSpriteIndex is -1,
// there is not such sprite.
draggingSpriteIndex int
}
var theGame *Game
func init() {
// Decode image from a byte slice instead of a file so that
// this example works in any working directory.
// If you want to use a file, there are some options:
// 1) Use os.Open and pass the file to the image decoder.
// This is a very regular way, but doesn't work on browsers.
// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
// This works even on browsers.
// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
// This also works on browsers.
img, _, err := image.Decode(bytes.NewReader(images.Ebiten_png))
if err != nil {
log.Fatal(err)
}
ebitenImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterDefault)
// Initialize the sprites.
sprites := []*Sprite{}
w, h := ebitenImage.Size()
for i := 0; i < 50; i++ {
s := &Sprite{
image: ebitenImage,
x: rand.Intn(screenWidth - w),
y: rand.Intn(screenHeight - h),
}
sprites = append(sprites, s)
}
// Initialize the game.
theGame = &Game{
sprites: sprites,
draggingSpriteIndex: -1,
}
}
func (g *Game) update(screen *ebiten.Image) error {
g.dragState.Update()
switch g.dragState.phase {
case DragPhaseStart:
if g.draggingSpriteIndex == -1 {
// As the sprites are ordered from back to front,
// search the clicked/touched sprite in reverse order.
for i := len(g.sprites) - 1; i >= 0; i-- {
s := g.sprites[i]
if s.In(g.dragState.initX, g.dragState.initY) {
g.draggingSpriteIndex = i
break
}
}
}
case DragPhaseEnd:
if g.draggingSpriteIndex != -1 {
dx := g.dragState.currentX - g.dragState.initX
dy := g.dragState.currentY - g.dragState.initY
g.sprites[g.draggingSpriteIndex].MoveBy(dx, dy)
// Move the dragged sprite to the front.
s := g.sprites[g.draggingSpriteIndex]
g.sprites = append(
g.sprites[:g.draggingSpriteIndex],
g.sprites[g.draggingSpriteIndex+1:]...)
g.sprites = append(g.sprites, s)
g.draggingSpriteIndex = -1
}
}
if ebiten.IsRunningSlowly() {
return nil
}
for i, s := range g.sprites {
if i == g.draggingSpriteIndex {
s.Draw(screen, 0, 0, 0.5)
} else {
s.Draw(screen, 0, 0, 1)
}
}
if g.draggingSpriteIndex != -1 {
s := g.sprites[g.draggingSpriteIndex]
dx := g.dragState.currentX - g.dragState.initX
dy := g.dragState.currentY - g.dragState.initY
s.Draw(screen, dx, dy, 1)
}
ebitenutil.DebugPrint(screen, "Drag & Drop the sprites!")
return nil
}
func main() {
if err := ebiten.Run(theGame.update, screenWidth, screenHeight, 2, "Drag & Drop (Ebiten Demo)"); err != nil {
log.Fatal(err)
}
}