ebiten/example/game.go

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package main
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import (
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"image/color"
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"fmt"
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"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
"github.com/hajimehoshi/go-ebiten/ui"
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)
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var TexturePaths = map[string]string{
"ebiten": "images/ebiten.png",
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"text": "images/text.png",
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}
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type drawInfo struct {
textures map[string]graphics.TextureId
inputStr string
textureGeo matrix.Geometry
}
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type Game struct {
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inputX int
inputY int
inputPrevX int
inputPrevY int
counter int
drawInfo
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}
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func NewGame() *Game {
return &Game{
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inputX: -1,
inputY: -1,
inputPrevX: -1,
inputPrevY: -1,
counter: 0,
drawInfo: drawInfo{
textures: map[string]graphics.TextureId{},
textureGeo: matrix.IdentityGeometry(),
},
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}
}
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func (game *Game) OnTextureCreated(e graphics.TextureCreatedEvent) {
if e.Error != nil {
panic(e.Error)
}
game.textures[e.Tag.(string)] = e.Id
}
func (game *Game) OnInputStateUpdated(e ui.InputStateUpdatedEvent) {
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game.inputX, game.inputY = e.X, e.Y
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}
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func (game *Game) Update() {
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game.counter++
game.drawInfo.inputStr = fmt.Sprintf(`Input State:
X: %d
Y: %d`, game.inputX, game.inputY)
if game.inputPrevX != -1 && game.inputPrevY != -1 &&
game.inputX != -1 && game.inputY != -1 {
dx, dy := game.inputX - game.inputPrevX, game.inputY - game.inputPrevY
game.drawInfo.textureGeo.Translate(float64(dx), float64(dy))
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}
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// Update for the next frame.
game.inputPrevX, game.inputPrevY = game.inputX, game.inputY
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}
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func (game *Game) Draw(g graphics.Canvas) {
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if len(game.drawInfo.textures) < len(TexturePaths) {
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return
}
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g.Fill(128, 128, 255)
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game.drawTexture(g, game.drawInfo.textureGeo, matrix.IdentityColor())
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game.drawText(g, game.drawInfo.inputStr, 6, 6, &color.RGBA{0x0, 0x0, 0x0, 0x80})
game.drawText(g, game.drawInfo.inputStr, 5, 5, color.White)
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}
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func (game *Game) drawText(g graphics.Canvas, text string, x, y int, clr color.Color) {
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const letterWidth = 6
const letterHeight = 16
parts := []graphics.TexturePart{}
textX := 0
textY := 0
for _, c := range text {
if c == '\n' {
textX = 0
textY += letterHeight
continue
}
code := int(c)
x := (code % 32) * letterWidth
y := (code / 32) * letterHeight
source := graphics.Rect{x, y, letterWidth, letterHeight}
parts = append(parts, graphics.TexturePart{
LocationX: textX,
LocationY: textY,
Source: source,
})
textX += letterWidth
}
geometryMatrix := matrix.IdentityGeometry()
geometryMatrix.Translate(float64(x), float64(y))
colorMatrix := matrix.IdentityColor()
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colorMatrix.Scale(clr)
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g.DrawTextureParts(game.drawInfo.textures["text"], parts,
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geometryMatrix, colorMatrix)
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}
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func (game *Game) drawTexture(g graphics.Canvas, geo matrix.Geometry, color matrix.Color) {
g.DrawTexture(game.drawInfo.textures["ebiten"], geo, color)
}