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example/sprites: Add UI to adjust the number of sprites (#87)
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commit
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@ -64,31 +64,58 @@ func (s *Sprite) Update() {
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}
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}
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type Sprites []*Sprite
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type Sprites struct {
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sprites []*Sprite
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num int
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}
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func (s Sprites) Update() {
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for _, sprite := range s {
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for _, sprite := range s.sprites {
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sprite.Update()
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}
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}
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func (s Sprites) Len() int {
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return len(s)
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return s.num
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}
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func (s Sprites) Dst(i int) (x0, y0, x1, y1 int) {
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ss := s[i]
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if s.num <= i {
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return 0, 0, 0, 0
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}
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ss := s.sprites[i]
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return ss.x, ss.y, ss.x + ebitenImageWidth, ss.y + ebitenImageHeight
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}
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func (s Sprites) Src(i int) (x0, y0, x1, y1 int) {
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if s.num <= i {
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return 0, 0, 0, 0
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}
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return 0, 0, ebitenImageWidth, ebitenImageHeight
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}
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var sprites = make(Sprites, 10000)
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const (
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MinSprites = 0
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MaxSprites = 10000
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)
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var sprites = &Sprites{make([]*Sprite, MaxSprites), 500}
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func update(screen *ebiten.Image) error {
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if ebiten.IsKeyPressed(ebiten.KeyLeft) {
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sprites.num -= 20
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if sprites.num < MinSprites {
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sprites.num = MinSprites
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}
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) {
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sprites.num += 20
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if MaxSprites < sprites.num {
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sprites.num = MaxSprites
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}
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}
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sprites.Update()
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op := &ebiten.DrawImageOptions{
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ImageParts: sprites,
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}
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@ -96,7 +123,10 @@ func update(screen *ebiten.Image) error {
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if err := screen.DrawImage(ebitenImage, op); err != nil {
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return err
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}
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ebitenutil.DebugPrint(screen, fmt.Sprintf("FPS: %0.2f\nNum of sprites: %d", ebiten.CurrentFPS(), sprites.Len()))
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msg := fmt.Sprintf(`FPS: %0.2f
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Num of sprites: %d
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Press <- or -> to change the number of sprites`, ebiten.CurrentFPS(), sprites.Len())
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ebitenutil.DebugPrint(screen, msg)
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return nil
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}
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@ -107,11 +137,11 @@ func main() {
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log.Fatal(err)
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}
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ebitenImageWidth, ebitenImageHeight = ebitenImage.Size()
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for i, _ := range sprites {
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for i, _ := range sprites.sprites {
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w, h := ebitenImage.Size()
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x, y := rand.Intn(screenWidth-w), rand.Intn(screenHeight-h)
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vx, vy := 2*rand.Intn(2)-1, 2*rand.Intn(2)-1
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sprites[i] = &Sprite{
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sprites.sprites[i] = &Sprite{
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image: ebitenImage,
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x: x,
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y: y,
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