ebiten/example/game/monochrome/monochrome.go

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package monochrome
import (
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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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"image"
_ "image/png"
"os"
)
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const (
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ebitenTextureWidth = 57
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ebitenTextureHeight = 26
)
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type Monochrome struct {
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ebitenTextureId graphics.TextureId
ch chan bool
colorMatrix matrix.Color
geometryMatrix matrix.Geometry
screenSizeUpdatedCh chan ui.ScreenSizeUpdatedEvent
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screenWidth int
screenHeight int
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}
func New() *Monochrome {
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return &Monochrome{
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ch: make(chan bool),
colorMatrix: matrix.IdentityColor(),
geometryMatrix: matrix.IdentityGeometry(),
screenSizeUpdatedCh: make(chan ui.ScreenSizeUpdatedEvent),
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}
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}
func (game *Monochrome) OnScreenSizeUpdated(e ui.ScreenSizeUpdatedEvent) {
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go func() {
e := e
game.screenSizeUpdatedCh <- e
}()
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}
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func (game *Monochrome) 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.CreateTextureFromImage(img); err != nil {
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panic(err)
}
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go game.update()
}
func mean(a, b matrix.Color, k float64) matrix.Color {
dim := a.Dim()
result := matrix.Color{}
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for i := 0; i < dim-1; i++ {
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for j := 0; j < dim; j++ {
result.Elements[i][j] =
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a.Elements[i][j]*(1-k) +
b.Elements[i][j]*k
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}
}
return result
}
func (game *Monochrome) update() {
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const fps = 60
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colorI := matrix.IdentityColor()
colorMonochrome := matrix.Monochrome()
for {
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for i := 0; i < fps; i++ {
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<-game.ch
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rate := float64(i) / float64(fps)
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game.colorMatrix = mean(colorI, colorMonochrome, rate)
game.ch <- true
}
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for i := 0; i < fps; i++ {
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<-game.ch
game.colorMatrix = colorMonochrome
game.ch <- true
}
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for i := 0; i < fps; i++ {
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<-game.ch
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rate := float64(i) / float64(fps)
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game.colorMatrix = mean(colorMonochrome, colorI, rate)
game.ch <- true
}
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for i := 0; i < fps; i++ {
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<-game.ch
game.colorMatrix = colorI
game.ch <- true
}
}
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}
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func (game *Monochrome) Update() {
events:
for {
select {
case e := <-game.screenSizeUpdatedCh:
game.screenWidth, game.screenHeight = e.Width, e.Height
default:
break events
}
}
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game.ch <- true
<-game.ch
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game.geometryMatrix = matrix.IdentityGeometry()
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tx := game.screenWidth/2 - ebitenTextureWidth/2
ty := game.screenHeight/2 - ebitenTextureHeight/2
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game.geometryMatrix.Translate(float64(tx), float64(ty))
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}
func (game *Monochrome) Draw(g graphics.Canvas) {
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g.Fill(128, 128, 255)
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g.DrawTexture(game.ebitenTextureId,
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game.geometryMatrix, game.colorMatrix)
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}