example/sprites: Add UI to adjust the number of sprites (#87)

This commit is contained in:
Hajime Hoshi 2015-01-29 23:59:55 +09:00
parent dac9623b97
commit c3eb4e98c3

View File

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