package main import ( "fmt" "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "github.com/hajimehoshi/go-ebiten/ui" "image/color" "math" ) var TexturePaths = map[string]string{ "ebiten": "images/ebiten.png", "text": "images/text.png", } type Size struct { Width int Height int } var RenderTargetSizes = map[string]Size{ "whole": Size{256, 254}, } type drawInfo struct { textures map[string]graphics.TextureId renderTargets map[string]graphics.RenderTargetId inputStr string textureX int textureY int textureAngle float64 textureGeo matrix.Geometry } type Game struct { inputX int inputY int inputPrevX int inputPrevY int counter int drawInfo } func NewGame() *Game { return &Game{ inputX: -1, inputY: -1, inputPrevX: -1, inputPrevY: -1, counter: 0, drawInfo: drawInfo{ textures: map[string]graphics.TextureId{}, renderTargets: map[string]graphics.RenderTargetId{}, textureX: 0, textureY: 0, textureAngle: 0, textureGeo: matrix.IdentityGeometry(), }, } } func (game *Game) OnTextureCreated(e graphics.TextureCreatedEvent) { if e.Error != nil { panic(e.Error) } game.textures[e.Tag.(string)] = e.Id } func (game *Game) OnRenderTargetCreated(e graphics.RenderTargetCreatedEvent) { if e.Error != nil { panic(e.Error) } game.renderTargets[e.Tag.(string)] = e.Id } func (game *Game) OnInputStateUpdated(e ui.InputStateUpdatedEvent) { game.inputX, game.inputY = e.X, e.Y } func (game *Game) isInitialized() bool { if len(game.drawInfo.textures) < len(TexturePaths) { return false } if len(game.drawInfo.renderTargets) < len(RenderTargetSizes) { return false } return true } func (game *Game) Update() { if !game.isInitialized() { return } const textureWidth = 57 const textureHeight = 26 game.counter++ game.drawInfo.inputStr = fmt.Sprintf(`Input State: X: %d Y: %d`, game.inputX, game.inputY) if game.inputPrevX != -1 && game.inputPrevY != -1 && game.inputX != -1 && game.inputY != -1 { dx, dy := game.inputX-game.inputPrevX, game.inputY-game.inputPrevY game.textureX += dx game.textureY += dy } game.drawInfo.textureAngle = 2 * math.Pi * float64(game.counter) / 600 geo := matrix.IdentityGeometry() geo.Translate(-textureWidth/2, -textureHeight/2) geo.Rotate(game.drawInfo.textureAngle) geo.Translate(textureWidth/2, textureHeight/2) geo.Translate(float64(game.textureX), float64(game.textureY)) game.drawInfo.textureGeo = geo // Update for the next frame. game.inputPrevX, game.inputPrevY = game.inputX, game.inputY } func (game *Game) Draw(g graphics.Canvas) { if !game.isInitialized() { return } whole := game.drawInfo.renderTargets["whole"] g.SetOffscreen(whole) g.Fill(0x40, 0x60, 0xb0) game.drawTexture(g, game.drawInfo.textureGeo, matrix.IdentityColor()) game.drawText(g, game.drawInfo.inputStr, 6, 6, &color.RGBA{0x0, 0x0, 0x0, 0x80}) game.drawText(g, game.drawInfo.inputStr, 5, 5, color.White) g.ResetOffscreen() g.DrawRenderTarget(whole, matrix.IdentityGeometry(), matrix.IdentityColor()) wholeGeo := matrix.IdentityGeometry() wholeGeo.Scale(0.5, 0.5) wholeGeo.Translate(256/2, 240/2) wholeColor := matrix.IdentityColor() wholeColor.Scale(&color.RGBA{0x80, 0x80, 0x80, 0x80}) g.DrawRenderTarget(whole, wholeGeo, wholeColor) } func (game *Game) drawText(g graphics.Canvas, text string, x, y int, clr color.Color) { const letterWidth = 6 const letterHeight = 16 parts := []graphics.TexturePart{} textX := 0 textY := 0 for _, c := range text { if c == '\n' { textX = 0 textY += letterHeight continue } 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: textY, Source: source, }) textX += letterWidth } geometryMatrix := matrix.IdentityGeometry() geometryMatrix.Translate(float64(x), float64(y)) colorMatrix := matrix.IdentityColor() colorMatrix.Scale(clr) g.DrawTextureParts(game.drawInfo.textures["text"], parts, geometryMatrix, colorMatrix) } func (game *Game) drawTexture(g graphics.Canvas, geo matrix.Geometry, color matrix.Color) { g.DrawTexture(game.drawInfo.textures["ebiten"], geo, color) }