ebiten/example/game/sprites/sprites.go

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package sprites
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import (
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"github.com/hajimehoshi/go-ebiten"
"github.com/hajimehoshi/go-ebiten/graphics"
"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"image"
"math/rand"
"os"
"time"
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)
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const (
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ebitenTextureWidth = 57
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ebitenTextureHeight = 26
)
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type Sprite struct {
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width int
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height int
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ch chan bool
x int
y int
vx int
vy int
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}
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func newSprite(screenWidth, screenHeight, width, height int) *Sprite {
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maxX := screenWidth - width
maxY := screenHeight - height
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sprite := &Sprite{
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width: width,
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height: height,
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ch: make(chan bool),
x: rand.Intn(maxX),
y: rand.Intn(maxY),
vx: rand.Intn(2)*2 - 1,
vy: rand.Intn(2)*2 - 1,
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}
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go sprite.update(screenWidth, screenHeight)
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return sprite
}
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func (sprite *Sprite) update(screenWidth, screenHeight int) {
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maxX := screenWidth - sprite.width
maxY := screenHeight - sprite.height
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for {
<-sprite.ch
sprite.x += sprite.vx
sprite.y += sprite.vy
if sprite.x < 0 || maxX <= sprite.x {
sprite.vx = -sprite.vx
}
if sprite.y < 0 || maxY <= sprite.y {
sprite.vy = -sprite.vy
}
sprite.ch <- true
}
}
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func (sprite *Sprite) Update() {
sprite.ch <- true
<-sprite.ch
}
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type Sprites struct {
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ebitenTextureId graphics.TextureId
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sprites []*Sprite
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}
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func New() *Sprites {
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go func() {
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}()
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return &Sprites{}
}
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func (game *Sprites) InitTextures(tf graphics.TextureFactory) {
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file, err := os.Open("images/ebiten.png")
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if err != nil {
panic(err)
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
panic(err)
}
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if game.ebitenTextureId, err = tf.NewTextureFromImage(img); err != nil {
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panic(err)
}
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}
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func (game *Sprites) Update(context ebiten.GameContext) {
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if game.sprites == nil {
game.sprites = []*Sprite{}
for i := 0; i < 100; i++ {
sprite := newSprite(
context.ScreenWidth(),
context.ScreenHeight(),
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ebitenTextureWidth,
ebitenTextureHeight)
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game.sprites = append(game.sprites, sprite)
}
}
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for _, sprite := range game.sprites {
sprite.Update()
}
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}
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func (game *Sprites) Draw(g graphics.Context) {
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g.Fill(128, 128, 255)
// Draw the sprites
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locations := make([]graphics.TexturePart, 0, len(game.sprites))
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for _, sprite := range game.sprites {
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location := graphics.TexturePart{
LocationX: sprite.x,
LocationY: sprite.y,
Source: graphics.Rect{
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0, 0, ebitenTextureWidth, ebitenTextureHeight,
},
}
locations = append(locations, location)
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}
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geometryMatrix := matrix.IdentityGeometry()
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g.DrawTextureParts(game.ebitenTextureId, locations,
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geometryMatrix, matrix.IdentityColor())
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}
func init() {
rand.Seed(time.Now().UnixNano())
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}