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examples/chipmunk: Fix styles: Create 'dot' image only once
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2f4a51b373
commit
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@ -19,8 +19,8 @@ package main
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import (
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import (
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"fmt"
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"fmt"
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"image/color"
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"image/color"
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"log"
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"math/rand"
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"math/rand"
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"os"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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@ -35,47 +35,12 @@ const (
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var (
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var (
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space *cp.Space
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space *cp.Space
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dot *ebiten.Image
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)
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)
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func main() {
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func init() {
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space = cp.NewSpace()
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dot, _ = ebiten.NewImage(1, 1, ebiten.FilterNearest)
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space.Iterations = 1
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dot.Fill(color.White)
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// The space will contain a very large number of similarly sized objects.
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// This is the perfect candidate for using the spatial hash.
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// Generally you will never need to do this.
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space.UseSpatialHash(2.0, 10000)
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var body *cp.Body
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var shape *cp.Shape
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for y := 0; y < imageHeight; y++ {
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for x := 0; x < imageWidth; x++ {
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if getPixel(uint(x), uint(y)) == 0 {
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continue
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}
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xJitter := 0.05 * rand.Float64()
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yJitter := 0.05 * rand.Float64()
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shape = makeBall(2.0*(float64(x)+imageWidth/2+xJitter)-75, 2*(imageHeight/2.0+float64(y)+yJitter)+150)
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space.AddBody(shape.Body())
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space.AddShape(shape)
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}
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}
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body = space.AddBody(cp.NewBody(1e9, cp.INFINITY))
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body.SetPosition(cp.Vector{-1000, 225})
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body.SetVelocity(400, 0)
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shape = space.AddShape(cp.NewCircle(body, 8, cp.Vector{}))
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shape.SetElasticity(0)
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shape.SetFriction(0)
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err := ebiten.Run(update, 600, 480, 1, "Ebiten")
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if err != nil {
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fmt.Fprintln(os.Stderr, err)
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}
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}
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}
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func getPixel(x, y uint) int {
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func getPixel(x, y uint) int {
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@ -83,17 +48,16 @@ func getPixel(x, y uint) int {
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}
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}
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func update(screen *ebiten.Image) error {
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func update(screen *ebiten.Image) error {
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space.Step(1. / 60.)
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space.Step(1.0 / ebiten.FPS)
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if ebiten.IsRunningSlowly() {
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if ebiten.IsRunningSlowly() {
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return nil
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return nil
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}
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}
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screen.Fill(color.Black)
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screen.Fill(color.Black)
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dot, _ := ebiten.NewImage(1, 1, ebiten.FilterNearest)
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dot.Fill(color.White)
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op := &ebiten.DrawImageOptions{}
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op := &ebiten.DrawImageOptions{}
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op.ColorM.Scale(200./255., 200./255., 200./255., 1)
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op.ColorM.Scale(200.0/255.0, 200.0/255.0, 200.0/255.0, 1)
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space.EachBody(func(body *cp.Body) {
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space.EachBody(func(body *cp.Body) {
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op.GeoM.Reset()
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op.GeoM.Reset()
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@ -151,3 +115,43 @@ var imageBitmap = []int{
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127, -97, -25, -8, 0, 63, -61, -61, -4, 127, -1, -29, -4, 63, -64, 15, -32, 0, 0, 23, -1, -2, 3, -16,
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127, -97, -25, -8, 0, 63, -61, -61, -4, 127, -1, -29, -4, 63, -64, 15, -32, 0, 0, 23, -1, -2, 3, -16,
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63, 15, -61, -16, 0, 31, -127, -127, -8, 31, -1, -127, -8, 31, -128, 7, -128, 0, 0,
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63, 15, -61, -16, 0, 31, -127, -127, -8, 31, -1, -127, -8, 31, -128, 7, -128, 0, 0,
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}
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}
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func main() {
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space = cp.NewSpace()
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space.Iterations = 1
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// The space will contain a very large number of similarly sized objects.
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// This is the perfect candidate for using the spatial hash.
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// Generally you will never need to do this.
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space.UseSpatialHash(2.0, 10000)
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var body *cp.Body
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var shape *cp.Shape
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for y := 0; y < imageHeight; y++ {
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for x := 0; x < imageWidth; x++ {
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if getPixel(uint(x), uint(y)) == 0 {
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continue
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}
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xJitter := 0.05 * rand.Float64()
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yJitter := 0.05 * rand.Float64()
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shape = makeBall(2.0*(float64(x)+imageWidth/2+xJitter)-75, 2*(imageHeight/2.0+float64(y)+yJitter)+150)
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space.AddBody(shape.Body())
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space.AddShape(shape)
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}
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}
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body = space.AddBody(cp.NewBody(1e9, cp.INFINITY))
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body.SetPosition(cp.Vector{-1000, 225})
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body.SetVelocity(400, 0)
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shape = space.AddShape(cp.NewCircle(body, 8, cp.Vector{}))
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shape.SetElasticity(0)
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shape.SetFriction(0)
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if err := ebiten.Run(update, 600, 480, 1, "Ebiten"); err != nil {
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log.Fatal(err)
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}
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}
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