2018-04-30 17:50:53 +02:00
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// Copyright 2018 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build example jsgo
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package main
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import (
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"bytes"
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"image"
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"image/color"
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_ "image/png"
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"log"
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"math/rand"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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"github.com/hajimehoshi/ebiten/examples/resources/images"
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"github.com/hajimehoshi/ebiten/inpututil"
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)
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const (
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screenWidth = 320
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screenHeight = 240
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)
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// Sprite represents an image.
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type Sprite struct {
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image *ebiten.Image
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x int
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y int
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}
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// In returns true if (x, y) is in the sprite, and false otherwise.
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func (s *Sprite) In(x, y int) bool {
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// Check the actual color (alpha) value at the specified position
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// so that the result of In becomes natural to users.
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2018-05-01 11:07:52 +02:00
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//
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// Note that this is not a good manner to use At for logic
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// since color from At might include some errors on some machines.
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// As this is not so important logic, it's ok to use it so far.
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2018-04-30 17:50:53 +02:00
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return s.image.At(x-s.x, y-s.y).(color.RGBA).A > 0
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}
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// MoveBy moves the sprite by (x, y).
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func (s *Sprite) MoveBy(x, y int) {
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w, h := s.image.Size()
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s.x += x
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s.y += y
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if s.x < 0 {
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s.x = 0
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}
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if s.x > screenWidth-w {
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s.x = screenWidth - w
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}
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if s.y < 0 {
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s.y = 0
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}
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if s.y > screenHeight-h {
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s.y = screenHeight - h
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}
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}
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// Draw draws the sprite.
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func (s *Sprite) Draw(screen *ebiten.Image, dx, dy int, alpha float64) {
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(float64(s.x+dx), float64(s.y+dy))
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op.ColorM.Scale(1, 1, 1, alpha)
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screen.DrawImage(s.image, op)
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screen.DrawImage(s.image, op)
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}
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type DragPhase int
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const (
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DragPhaseNone DragPhase = iota
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DragPhaseStart
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DragPhaseDrag
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DragPhaseEnd
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)
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// DragState manages the current drag state.
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type DragState struct {
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phase DragPhase
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// initX and initY represents the position when dragging starts.
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// initX and initY values don't make sense when phase is DragPhaseNone.
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initX int
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initY int
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// currentX and currentY represents the current position
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// initX and initY values don't make sense when phase is DragPhaseNone.
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currentX int
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currentY int
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}
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func (d *DragState) Update() {
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switch d.phase {
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case DragPhaseNone:
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if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
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cx, cy := ebiten.CursorPosition()
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d.phase = DragPhaseStart
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d.initX = cx
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d.initY = cy
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d.currentX = cx
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d.currentY = cy
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}
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case DragPhaseStart:
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d.phase = DragPhaseDrag
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case DragPhaseDrag:
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x, y := ebiten.CursorPosition()
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d.currentX = x
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d.currentY = y
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if inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft) {
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d.phase = DragPhaseEnd
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}
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case DragPhaseEnd:
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d.phase = DragPhaseNone
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}
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}
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type Game struct {
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dragState DragState
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sprites []*Sprite
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// draggingSpriteIndex represents the index of the sprites
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// that is being dragged. If draggingSpriteIndex is -1,
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// there is not such sprite.
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draggingSpriteIndex int
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}
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var theGame *Game
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func init() {
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// Decode image from a byte slice instead of a file so that
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// this example works in any working directory.
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// If you want to use a file, there are some options:
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// 1) Use os.Open and pass the file to the image decoder.
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// This is a very regular way, but doesn't work on browsers.
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// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
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// This works even on browsers.
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// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
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// This also works on browsers.
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img, _, err := image.Decode(bytes.NewReader(images.Ebiten_png))
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if err != nil {
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log.Fatal(err)
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}
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ebitenImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterDefault)
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// Initialize the sprites.
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sprites := []*Sprite{}
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w, h := ebitenImage.Size()
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for i := 0; i < 50; i++ {
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s := &Sprite{
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image: ebitenImage,
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x: rand.Intn(screenWidth - w),
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y: rand.Intn(screenHeight - h),
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}
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sprites = append(sprites, s)
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}
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// Initialize the game.
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theGame = &Game{
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sprites: sprites,
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draggingSpriteIndex: -1,
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}
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}
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func (g *Game) update(screen *ebiten.Image) error {
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g.dragState.Update()
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switch g.dragState.phase {
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case DragPhaseStart:
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if g.draggingSpriteIndex == -1 {
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// As the sprites are ordered from back to front,
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// search the clicked/touched sprite in reverse order.
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for i := len(g.sprites) - 1; i >= 0; i-- {
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s := g.sprites[i]
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if s.In(g.dragState.initX, g.dragState.initY) {
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g.draggingSpriteIndex = i
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break
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}
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}
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}
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case DragPhaseEnd:
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if g.draggingSpriteIndex != -1 {
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dx := g.dragState.currentX - g.dragState.initX
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dy := g.dragState.currentY - g.dragState.initY
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g.sprites[g.draggingSpriteIndex].MoveBy(dx, dy)
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// Move the dragged sprite to the front.
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s := g.sprites[g.draggingSpriteIndex]
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g.sprites = append(
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g.sprites[:g.draggingSpriteIndex],
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g.sprites[g.draggingSpriteIndex+1:]...)
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g.sprites = append(g.sprites, s)
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g.draggingSpriteIndex = -1
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}
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}
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if ebiten.IsRunningSlowly() {
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return nil
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}
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for i, s := range g.sprites {
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if i == g.draggingSpriteIndex {
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s.Draw(screen, 0, 0, 0.5)
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} else {
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s.Draw(screen, 0, 0, 1)
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}
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}
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if g.draggingSpriteIndex != -1 {
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s := g.sprites[g.draggingSpriteIndex]
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dx := g.dragState.currentX - g.dragState.initX
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dy := g.dragState.currentY - g.dragState.initY
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s.Draw(screen, dx, dy, 1)
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}
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ebitenutil.DebugPrint(screen, "Drag & Drop the sprites!")
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return nil
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}
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func main() {
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if err := ebiten.Run(theGame.update, screenWidth, screenHeight, 2, "Drag & Drop (Ebiten Demo)"); err != nil {
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log.Fatal(err)
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}
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}
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