// Copyright 2015 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // +build example jsgo package main import ( "bytes" "fmt" "image" _ "image/png" "log" "math" "math/rand" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/examples/resources/images" ) const ( screenWidth = 320 screenHeight = 240 maxAngle = 256 ) var ( ebitenImage *ebiten.Image ) func init() { // Decode image from a byte slice instead of a file so that // this example works in any working directory. // If you want to use a file, there are some options: // 1) Use os.Open and pass the file to the image decoder. // This is a very regular way, but doesn't work on browsers. // 2) Use ebitenutil.OpenFile and pass the file to the image decoder. // This works even on browsers. // 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file. // This also works on browsers. img, _, err := image.Decode(bytes.NewReader(images.Ebiten_png)) if err != nil { log.Fatal(err) } origEbitenImage, _ := ebiten.NewImageFromImage(img) w, h := origEbitenImage.Size() ebitenImage, _ = ebiten.NewImage(w, h) op := &ebiten.DrawImageOptions{} op.ColorM.Scale(1, 1, 1, 0.5) ebitenImage.DrawImage(origEbitenImage, op) } type Sprite struct { imageWidth int imageHeight int x int y int vx int vy int angle int } func (s *Sprite) Update() { s.x += s.vx s.y += s.vy if s.x < 0 { s.x = -s.x s.vx = -s.vx } else if mx := screenWidth - s.imageWidth; mx <= s.x { s.x = 2*mx - s.x s.vx = -s.vx } if s.y < 0 { s.y = -s.y s.vy = -s.vy } else if my := screenHeight - s.imageHeight; my <= s.y { s.y = 2*my - s.y s.vy = -s.vy } s.angle++ if s.angle == maxAngle { s.angle = 0 } } type Sprites struct { sprites []*Sprite num int } func (s *Sprites) Update() { for i := 0; i < s.num; i++ { s.sprites[i].Update() } } const ( MinSprites = 0 MaxSprites = 50000 ) type Game struct { sprites Sprites op ebiten.DrawImageOptions inited bool } func (g *Game) init() { defer func() { g.inited = true }() g.sprites.sprites = make([]*Sprite, MaxSprites) g.sprites.num = 500 for i := range g.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 a := rand.Intn(maxAngle) g.sprites.sprites[i] = &Sprite{ imageWidth: w, imageHeight: h, x: x, y: y, vx: vx, vy: vy, angle: a, } } } func leftTouched() bool { for _, id := range ebiten.TouchIDs() { x, _ := ebiten.TouchPosition(id) if x < screenWidth/2 { return true } } return false } func rightTouched() bool { for _, id := range ebiten.TouchIDs() { x, _ := ebiten.TouchPosition(id) if x >= screenWidth/2 { return true } } return false } func (g *Game) Update() error { if !g.inited { g.init() } // Decrease the number of the sprites. if ebiten.IsKeyPressed(ebiten.KeyLeft) || leftTouched() { g.sprites.num -= 20 if g.sprites.num < MinSprites { g.sprites.num = MinSprites } } // Increase the number of the sprites. if ebiten.IsKeyPressed(ebiten.KeyRight) || rightTouched() { g.sprites.num += 20 if MaxSprites < g.sprites.num { g.sprites.num = MaxSprites } } g.sprites.Update() return nil } func (g *Game) Draw(screen *ebiten.Image) { // Draw each sprite. // DrawImage can be called many many times, but in the implementation, // the actual draw call to GPU is very few since these calls satisfy // some conditions e.g. all the rendering sources and targets are same. // For more detail, see: // https://pkg.go.dev/github.com/hajimehoshi/ebiten/v2#Image.DrawImage w, h := ebitenImage.Size() for i := 0; i < g.sprites.num; i++ { s := g.sprites.sprites[i] g.op.GeoM.Reset() g.op.GeoM.Translate(-float64(w)/2, -float64(h)/2) g.op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle) g.op.GeoM.Translate(float64(w)/2, float64(h)/2) g.op.GeoM.Translate(float64(s.x), float64(s.y)) screen.DrawImage(ebitenImage, &g.op) } msg := fmt.Sprintf(`TPS: %0.2f FPS: %0.2f Num of sprites: %d Press <- or -> to change the number of sprites`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), g.sprites.num) ebitenutil.DebugPrint(screen, msg) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { ebiten.SetWindowSize(screenWidth*2, screenHeight*2) ebiten.SetWindowTitle("Sprites (Ebiten Demo)") if err := ebiten.RunGame(&Game{}); err != nil { log.Fatal(err) } }