// 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 monochrome import ( "github.com/hajimehoshi/go.ebiten" "github.com/hajimehoshi/go.ebiten/graphics" "github.com/hajimehoshi/go.ebiten/graphics/matrix" "image" _ "image/png" "os" ) type Monochrome struct { ebitenTexture graphics.Texture ch chan bool colorMatrix matrix.Color geometryMatrix matrix.Geometry } func New() *Monochrome { return &Monochrome{ ch: make(chan bool), colorMatrix: matrix.IdentityColor(), geometryMatrix: matrix.IdentityGeometry(), } } func (game *Monochrome) Init(tf graphics.TextureFactory) { file, err := os.Open("images/ebiten.png") if err != nil { panic(err) } defer file.Close() img, _, err := image.Decode(file) if err != nil { panic(err) } if game.ebitenTexture, err = tf.NewTextureFromImage(img); err != nil { panic(err) } go game.update() } func mean(a, b matrix.Color, k float64) matrix.Color { dim := a.Dim() result := matrix.Color{} for i := 0; i < dim-1; i++ { for j := 0; j < dim; j++ { result.Elements[i][j] = a.Elements[i][j]*(1-k) + b.Elements[i][j]*k } } return result } func (game *Monochrome) update() { colorI := matrix.IdentityColor() colorMonochrome := matrix.Monochrome() for { for i := 0; i < ebiten.FPS; i++ { <-game.ch rate := float64(i) / float64(ebiten.FPS) game.colorMatrix = mean(colorI, colorMonochrome, rate) game.ch <- true } for i := 0; i < ebiten.FPS; i++ { <-game.ch game.colorMatrix = colorMonochrome game.ch <- true } for i := 0; i < ebiten.FPS; i++ { <-game.ch rate := float64(i) / float64(ebiten.FPS) game.colorMatrix = mean(colorMonochrome, colorI, rate) game.ch <- true } for i := 0; i < ebiten.FPS; i++ { <-game.ch game.colorMatrix = colorI game.ch <- true } } } func (game *Monochrome) Update(context ebiten.GameContext) { game.ch <- true <-game.ch game.geometryMatrix = matrix.IdentityGeometry() tx := context.ScreenWidth()/2 - game.ebitenTexture.Width()/2 ty := context.ScreenHeight()/2 - game.ebitenTexture.Height()/2 game.geometryMatrix.Translate(float64(tx), float64(ty)) } func (game *Monochrome) Draw(g graphics.Context) { g.Fill(128, 128, 255) g.DrawTexture(game.ebitenTexture.ID(), game.geometryMatrix, game.colorMatrix) }