// Copyright 2013 Hajime Hoshi // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. package text import ( "github.com/hajimehoshi/go.ebiten/graphics" "github.com/hajimehoshi/go.ebiten/graphics/matrix" "image" "image/color" "os" ) type Text struct { textTexture graphics.Texture } func New() *Text { return &Text{} } func (game *Text) ScreenWidth() int { return 256 } func (game *Text) ScreenHeight() int { return 240 } func (game *Text) Fps() int { return 60 } func (game *Text) Init(tf graphics.TextureFactory) { file, err := os.Open("images/text.png") if err != nil { panic(err) } defer file.Close() img, _, err := image.Decode(file) if err != nil { panic(err) } if game.textTexture, err = tf.NewTextureFromImage(img); err != nil { panic(err) } } func (game *Text) Update() { } func (game *Text) Draw(g graphics.Context, offscreen graphics.Texture) { g.Fill(&color.RGBA{R: 128, G: 128, B: 255, A: 255}) game.drawText(g, "Hello, World!", 10, 10) } func (game *Text) drawText(g graphics.Context, text string, x, y int) { const letterWidth = 6 const letterHeight = 16 parts := []graphics.TexturePart{} textX := 0 for _, c := range text { code := int(c) x := (code % 32) * letterWidth y := (code / 32) * letterHeight source := graphics.Rect{x, y, letterWidth, letterHeight} parts = append(parts, graphics.TexturePart{ LocationX: textX, LocationY: 0, Source: source, }) textX += letterWidth } geometryMatrix := matrix.IdentityGeometry() geometryMatrix.Translate(float64(x), float64(y)) colorMatrix := matrix.IdentityColor() g.DrawTextureParts(game.textTexture.ID, parts, geometryMatrix, colorMatrix) }