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examples/drag: use image.Alpha to detect user interaction
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@ -40,9 +40,10 @@ const (
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// Sprite represents an image.
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type Sprite struct {
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image *ebiten.Image
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x int
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y int
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image *ebiten.Image
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alphaImage *image.Alpha
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x int
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y int
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}
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// In returns true if (x, y) is in the sprite, and false otherwise.
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@ -50,10 +51,10 @@ func (s *Sprite) In(x, y int) bool {
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// Check the actual color (alpha) value at the specified position
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// so that the result of In becomes natural to users.
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//
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// Note that this is not a good manner to use At for logic
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// since color from At might include some errors on some machines.
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// As this is not so important logic, it's ok to use it so far.
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return s.image.At(x-s.x, y-s.y).(color.RGBA).A > 0
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// Use alphaImage (*image.Alpha) instead of image (*ebiten.Image) here.
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// It is because (*ebiten.Image).At is very slow as this reads pixels from GPU,
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// and should be avoided whenever possible.
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return s.alphaImage.At(x-s.x, y-s.y).(color.Alpha).A > 0
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}
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// MoveBy moves the sprite by (x, y).
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@ -186,7 +187,10 @@ type Game struct {
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sprites []*Sprite
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}
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var ebitenImage *ebiten.Image
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var (
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ebitenImage *ebiten.Image
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ebitenAlphaImage *image.Alpha
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)
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func init() {
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// Decode an image from the image file's byte slice.
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@ -195,6 +199,16 @@ func init() {
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log.Fatal(err)
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}
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ebitenImage = ebiten.NewImageFromImage(img)
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// Clone an image but only with alpha values.
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// This is used to detect a user cursor touches the image.
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b := img.Bounds()
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ebitenAlphaImage = image.NewAlpha(b)
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for j := b.Min.Y; j < b.Max.Y; j++ {
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for i := b.Min.X; i < b.Max.X; i++ {
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ebitenAlphaImage.Set(i, j, img.At(i, j))
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}
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}
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}
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func NewGame() *Game {
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@ -203,9 +217,10 @@ func NewGame() *Game {
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w, h := ebitenImage.Bounds().Dx(), ebitenImage.Bounds().Dy()
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for i := 0; i < 50; i++ {
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s := &Sprite{
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image: ebitenImage,
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x: rand.Intn(screenWidth - w),
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y: rand.Intn(screenHeight - h),
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image: ebitenImage,
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alphaImage: ebitenAlphaImage,
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x: rand.Intn(screenWidth - w),
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y: rand.Intn(screenHeight - h),
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}
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sprites = append(sprites, s)
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}
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