Implement Monochrome

This commit is contained in:
Hajime Hoshi 2013-06-24 00:43:19 +09:00
parent 784a67aadf
commit 809f889631

View File

@ -11,10 +11,15 @@ import (
type Monochrome struct {
ebitenTexture graphics.Texture
ch chan bool
colorMatrix matrix.Color
}
func New() *Monochrome {
return &Monochrome{}
return &Monochrome{
ch: make(chan bool),
colorMatrix: matrix.IdentityColor(),
}
}
func (game *Monochrome) ScreenWidth() int {
@ -43,9 +48,55 @@ func (game *Monochrome) Init(tf graphics.TextureFactory) {
if game.ebitenTexture, err = tf.NewTextureFromImage(img); err != nil {
panic(err)
}
go game.update()
}
func mean(a, b matrix.Color, k float64) matrix.Color {
dim := a.Dim()
result := matrix.Color{}
for i := 0; i < dim - 1; i++ {
for j := 0; j < dim; j++ {
result.Elements[i][j] =
a.Elements[i][j] * (1 - k) +
b.Elements[i][j] * k
}
}
return result
}
func (game *Monochrome) update() {
colorI := matrix.IdentityColor()
colorMonochrome := matrix.Monochrome()
for {
for i := 0; i < game.Fps(); i++ {
<-game.ch
rate := float64(i) / float64(game.Fps())
game.colorMatrix = mean(colorI, colorMonochrome, rate)
game.ch <- true
}
for i := 0; i < game.Fps(); i++ {
<-game.ch
game.colorMatrix = colorMonochrome
game.ch <- true
}
for i := 0; i < game.Fps(); i++ {
<-game.ch
rate := float64(i) / float64(game.Fps())
game.colorMatrix = mean(colorMonochrome, colorI, rate)
game.ch <- true
}
for i := 0; i < game.Fps(); i++ {
<-game.ch
game.colorMatrix = colorI
game.ch <- true
}
}
}
func (game *Monochrome) Update() {
game.ch <- true
<-game.ch
}
func (game *Monochrome) Draw(g graphics.GraphicsContext, offscreen graphics.Texture) {
@ -56,5 +107,5 @@ func (game *Monochrome) Draw(g graphics.GraphicsContext, offscreen graphics.Text
ty := game.ScreenHeight() / 2 - game.ebitenTexture.Height / 2
geometryMatrix.Translate(float64(tx), float64(ty))
g.DrawTexture(game.ebitenTexture.ID,
geometryMatrix, matrix.Monochrome())
geometryMatrix, game.colorMatrix)
}