examples: Use RunGame

Updates #1111
This commit is contained in:
Hajime Hoshi 2020-05-30 21:29:45 +09:00
parent bab3288a37
commit 1da6dbcb29
2 changed files with 136 additions and 102 deletions

View File

@ -40,6 +40,30 @@ var (
ebitenImage *ebiten.Image
)
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)
}
origEbitenImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterDefault)
w, h := origEbitenImage.Size()
ebitenImage, _ = ebiten.NewImage(w, h, ebiten.FilterDefault)
op := &ebiten.DrawImageOptions{}
op.ColorM.Scale(1, 1, 1, 0.5)
ebitenImage.DrawImage(origEbitenImage, op)
}
type Sprite struct {
imageWidth int
imageHeight int
@ -89,40 +113,25 @@ const (
MaxSprites = 50000
)
var (
sprites = &Sprites{make([]*Sprite, MaxSprites), 500}
op = &ebiten.DrawImageOptions{}
)
type Game struct {
sprites Sprites
op ebiten.DrawImageOptions
inited bool
}
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)
}
origEbitenImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterDefault)
func (g *Game) init() {
defer func() {
g.inited = true
}()
w, h := origEbitenImage.Size()
ebitenImage, _ = ebiten.NewImage(w, h, ebiten.FilterDefault)
op := &ebiten.DrawImageOptions{}
op.ColorM.Scale(1, 1, 1, 0.5)
ebitenImage.DrawImage(origEbitenImage, op)
for i := range sprites.sprites {
g.sprites.sprites = make([]*Sprite, MaxSprites)
g.sprites.num = 500
for i := range g.sprites.sprites {
w, h := ebitenImage.Size()
x, y := rand.Intn(screenWidth-w), rand.Intn(screenHeight-h)
vx, vy := 2*rand.Intn(2)-1, 2*rand.Intn(2)-1
a := rand.Intn(maxAngle)
sprites.sprites[i] = &Sprite{
g.sprites.sprites[i] = &Sprite{
imageWidth: w,
imageHeight: h,
x: x,
@ -154,29 +163,32 @@ func rightTouched() bool {
return false
}
func update(screen *ebiten.Image) error {
func (g *Game) Update(screen *ebiten.Image) error {
if !g.inited {
g.init()
}
// Decrease the nubmer of the sprites.
if ebiten.IsKeyPressed(ebiten.KeyLeft) || leftTouched() {
sprites.num -= 20
if sprites.num < MinSprites {
sprites.num = MinSprites
g.sprites.num -= 20
if g.sprites.num < MinSprites {
g.sprites.num = MinSprites
}
}
// Increase the nubmer of the sprites.
if ebiten.IsKeyPressed(ebiten.KeyRight) || rightTouched() {
sprites.num += 20
if MaxSprites < sprites.num {
sprites.num = MaxSprites
g.sprites.num += 20
if MaxSprites < g.sprites.num {
g.sprites.num = MaxSprites
}
}
sprites.Update()
if ebiten.IsDrawingSkipped() {
return nil
}
g.sprites.Update()
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
// Draw each sprite.
// DrawImage can be called many many times, but in the implementation,
// the actual draw call to GPU is very few since these calls satisfy
@ -184,25 +196,30 @@ func update(screen *ebiten.Image) error {
// For more detail, see:
// https://pkg.go.dev/github.com/hajimehoshi/ebiten#Image.DrawImage
w, h := ebitenImage.Size()
for i := 0; i < sprites.num; i++ {
s := sprites.sprites[i]
op.GeoM.Reset()
op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle)
op.GeoM.Translate(float64(w)/2, float64(h)/2)
op.GeoM.Translate(float64(s.x), float64(s.y))
screen.DrawImage(ebitenImage, op)
for i := 0; i < g.sprites.num; i++ {
s := g.sprites.sprites[i]
g.op.GeoM.Reset()
g.op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
g.op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle)
g.op.GeoM.Translate(float64(w)/2, float64(h)/2)
g.op.GeoM.Translate(float64(s.x), float64(s.y))
screen.DrawImage(ebitenImage, &g.op)
}
msg := fmt.Sprintf(`TPS: %0.2f
FPS: %0.2f
Num of sprites: %d
Press <- or -> to change the number of sprites`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), sprites.num)
Press <- or -> to change the number of sprites`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), g.sprites.num)
ebitenutil.DebugPrint(screen, msg)
return nil
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
}
func main() {
if err := ebiten.Run(update, screenWidth, screenHeight, 2, "Sprites (Ebiten Demo)"); err != nil {
ebiten.SetWindowSize(screenWidth*2, screenHeight*2)
ebiten.SetWindowTitle("Sprites (Ebiten Demo)")
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}

View File

@ -42,6 +42,30 @@ var (
ebitenImage *ebiten.Image
)
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)
}
origEbitenImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterDefault)
w, h := origEbitenImage.Size()
ebitenImage, _ = ebiten.NewImage(w, h, ebiten.FilterDefault)
op := &ebiten.DrawImageOptions{}
op.ColorM.Scale(1, 1, 1, 0.5)
ebitenImage.DrawImage(origEbitenImage, op)
}
type Sprite struct {
imageWidth int
imageHeight int
@ -89,40 +113,25 @@ const (
MaxSprites = 50000
)
var (
sprites = &Sprites{make([]*Sprite, MaxSprites), 500}
op = &ebiten.DrawImageOptions{}
)
type Game struct {
sprites Sprites
op ebiten.DrawImageOptions
inited bool
}
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)
}
origEbitenImage, _ := ebiten.NewImageFromImage(img, ebiten.FilterDefault)
func (g *Game) init() {
defer func() {
g.inited = true
}()
w, h := origEbitenImage.Size()
ebitenImage, _ = ebiten.NewImage(w, h, ebiten.FilterDefault)
op := &ebiten.DrawImageOptions{}
op.ColorM.Scale(1, 1, 1, 0.5)
ebitenImage.DrawImage(origEbitenImage, op)
for i := range sprites.sprites {
g.sprites.sprites = make([]*Sprite, MaxSprites)
g.sprites.num = 500
for i := range g.sprites.sprites {
w, h := ebitenImage.Size()
x, y := rand.Intn(screenWidth-w), rand.Intn(screenHeight-h)
vx, vy := 2*rand.Intn(2)-1, 2*rand.Intn(2)-1
a := rand.Intn(maxAngle)
sprites.sprites[i] = &Sprite{
g.sprites.sprites[i] = &Sprite{
imageWidth: w,
imageHeight: h,
x: x,
@ -136,33 +145,36 @@ func init() {
var regularTermination = errors.New("regular termination")
func update(screen *ebiten.Image) error {
func (g *Game) Update(screen *ebiten.Image) error {
if !g.inited {
g.init()
}
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
return regularTermination
}
// Decrease the nubmer of the sprites.
if ebiten.IsKeyPressed(ebiten.KeyLeft) {
sprites.num -= 20
if sprites.num < MinSprites {
sprites.num = MinSprites
g.sprites.num -= 20
if g.sprites.num < MinSprites {
g.sprites.num = MinSprites
}
}
// Increase the nubmer of the sprites.
if ebiten.IsKeyPressed(ebiten.KeyRight) {
sprites.num += 20
if MaxSprites < sprites.num {
sprites.num = MaxSprites
g.sprites.num += 20
if MaxSprites < g.sprites.num {
g.sprites.num = MaxSprites
}
}
sprites.Update()
if ebiten.IsDrawingSkipped() {
return nil
}
g.sprites.Update()
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
// Draw each sprite.
// DrawImage can be called many many times, but in the implementation,
// the actual draw call to GPU is very few since these calls satisfy
@ -170,27 +182,32 @@ func update(screen *ebiten.Image) error {
// For more detail, see:
// https://pkg.go.dev/github.com/hajimehoshi/ebiten#Image.DrawImage
w, h := ebitenImage.Size()
for i := 0; i < sprites.num; i++ {
s := sprites.sprites[i]
op.GeoM.Reset()
op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle)
op.GeoM.Translate(float64(w)/2, float64(h)/2)
op.GeoM.Translate(float64(s.x), float64(s.y))
screen.DrawImage(ebitenImage, op)
for i := 0; i < g.sprites.num; i++ {
s := g.sprites.sprites[i]
g.op.GeoM.Reset()
g.op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
g.op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle)
g.op.GeoM.Translate(float64(w)/2, float64(h)/2)
g.op.GeoM.Translate(float64(s.x), float64(s.y))
screen.DrawImage(ebitenImage, &g.op)
}
msg := fmt.Sprintf(`TPS: %0.2f
FPS: %0.2f
Num of sprites: %d
Press <- or -> to change the number of sprites
Press Q to quit`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), sprites.num)
Press Q to quit`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), g.sprites.num)
ebitenutil.DebugPrint(screen, msg)
return nil
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
}
func main() {
ebiten.SetFullscreen(true)
if err := ebiten.Run(update, screenWidth, screenHeight, 1, "Sprites HD (Ebiten Demo)"); err != nil && err != regularTermination {
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowTitle("Sprites HD (Ebiten Demo)")
if err := ebiten.RunGame(&Game{}); err != nil && err != regularTermination {
log.Fatal(err)
}
}