// 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 rotating import ( "github.com/hajimehoshi/go.ebiten" "github.com/hajimehoshi/go.ebiten/graphics" "github.com/hajimehoshi/go.ebiten/graphics/matrix" "image" "image/color" _ "image/png" "math" "os" ) type Rotating struct { ebitenTexture graphics.Texture x int } func New() *Rotating { return &Rotating{} } func (game *Rotating) ScreenWidth() int { return 256 } func (game *Rotating) ScreenHeight() int { return 240 } func (game *Rotating) 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) } } func (game *Rotating) Update(context ebiten.GameContext) { game.x++ } func (game *Rotating) Draw(g graphics.Context) { g.Fill(&color.RGBA{R: 128, G: 128, B: 255, A: 255}) geometryMatrix := matrix.IdentityGeometry() tx, ty := float64(game.ebitenTexture.Width()), float64(game.ebitenTexture.Height()) geometryMatrix.Translate(-tx/2, -ty/2) geometryMatrix.Rotate(float64(game.x) * 2 * math.Pi / float64(ebiten.FPS*10)) geometryMatrix.Translate(tx/2, ty/2) centerX := float64(game.ScreenWidth()) / 2 centerY := float64(game.ScreenHeight()) / 2 geometryMatrix.Translate(centerX-tx/2, centerY-ty/2) g.DrawTexture(game.ebitenTexture.ID(), geometryMatrix, matrix.IdentityColor()) }