// Copyright 2016 The Ebiten Authors // // 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. //go:build example // +build example package main import ( "bytes" "fmt" "image" "image/color" _ "image/jpeg" "log" "math" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/examples/resources/images" ) const ( screenWidth = 640 screenHeight = 480 maxAngle = 256 maxLean = 16 ) var ( skyColor = color.RGBA{0x66, 0xcc, 0xff, 0xff} gophersImage *ebiten.Image repeatedGophersImage *ebiten.Image ) func init() { // Decode an image from the image file's byte slice. // Now the byte slice is generated with //go:generate for Go 1.15 or older. // If you use Go 1.16 or newer, it is strongly recommended to use //go:embed to embed the image file. // See https://pkg.go.dev/embed for more details. img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg)) if err != nil { log.Fatal(err) } gophersImage = ebiten.NewImageFromImage(img) const ( xrepeat = 7 yrepeat = 8 ) w, h := gophersImage.Size() repeatedGophersImage = ebiten.NewImage(w*xrepeat, h*yrepeat) for j := 0; j < yrepeat; j++ { for i := 0; i < xrepeat; i++ { op := &ebiten.DrawImageOptions{} op.GeoM.Translate(float64(w*i), float64(h*j)) repeatedGophersImage.DrawImage(gophersImage, op) } } } // player represents the current airship's position. type player struct { // x16, y16 represents the position in XY plane in fixed float format. // The fractional part has 16 bits of precision. x16 int y16 int // angle represents the player's angle in XY plane. // angle takes an integer value in [0, maxAngle). angle int // lean represents the player's leaning. // lean takes an integer value in [-maxLean, maxLean]. lean int } func round(x float64) float64 { return math.Floor(x + 0.5) } // MoveForward moves the player p forward. func (p *player) MoveForward() { w, h := gophersImage.Size() mx := w * 16 my := h * 16 s, c := math.Sincos(float64(p.angle) * 2 * math.Pi / maxAngle) p.x16 += int(round(16*c) * 2) p.y16 += int(round(16*s) * 2) for mx <= p.x16 { p.x16 -= mx } for my <= p.y16 { p.y16 -= my } for p.x16 < 0 { p.x16 += mx } for p.y16 < 0 { p.y16 += my } } // RotateRight rotates the player p in the right direction. func (p *player) RotateRight() { p.angle++ if maxAngle <= p.angle { p.angle -= maxAngle } p.lean++ if maxLean < p.lean { p.lean = maxLean } } // RotateLeft rotates the player p in the left direction. func (p *player) RotateLeft() { p.angle-- if p.angle < 0 { p.angle += maxAngle } p.lean-- if p.lean < -maxLean { p.lean = -maxLean } } // Stabilize tries to move the player in the stable position (lean). func (p *player) Stabilize() { if 0 < p.lean { p.lean-- } if p.lean < 0 { p.lean++ } } // Position returns the player p's position. func (p *player) Position() (int, int) { return p.x16, p.y16 } // Angle returns the player p's angle. func (p *player) Angle() int { return p.angle } // updateGroundImage updates the ground image according to the current player's position. func (g *Game) updateGroundImage(ground *ebiten.Image) { ground.Clear() x16, y16 := g.player.Position() a := g.player.Angle() rw, rh := repeatedGophersImage.Size() gw, gh := ground.Size() op := &ebiten.DrawImageOptions{} op.GeoM.Translate(float64(-x16)/16, float64(-y16)/16) op.GeoM.Translate(float64(-rw)/2, float64(-rh)/2) op.GeoM.Rotate(float64(-a)*2*math.Pi/maxAngle + math.Pi*3.0/2.0) op.GeoM.Translate(float64(gw)/2, float64(gh)/2) ground.DrawImage(repeatedGophersImage, op) } // drawGroundImage draws the ground image to the given screen image. func (g *Game) drawGroundImage(screen *ebiten.Image, ground *ebiten.Image) { g.perspectiveGroundImage.Clear() gw, _ := ground.Size() pw, ph := g.perspectiveGroundImage.Size() for j := 0; j < ph; j++ { // z is in [2, -1] rate := float64(j) / float64(ph) z := (1-rate)*2 + rate*-1 // Avoid too small z, or the scale (1/z) can be too big. if z <= 0.1 { break } op := &ebiten.DrawImageOptions{} op.GeoM.Translate(-float64(pw)/2, 0) op.GeoM.Scale(1/z, 8) // 8 is an arbitrary number not to make empty lines. op.GeoM.Translate(float64(pw)/2, float64(j)/z) g.perspectiveGroundImage.DrawImage(ground.SubImage(image.Rect(0, j, gw, j+1)).(*ebiten.Image), op) } g.perspectiveGroundImage.DrawImage(g.fogImage, nil) op := &ebiten.DrawImageOptions{} op.GeoM.Translate(-float64(pw)/2, 0) op.GeoM.Rotate(-1 * float64(g.player.lean) / maxLean * math.Pi / 8) op.GeoM.Translate(float64(screenWidth)/2, screenHeight/3) screen.DrawImage(g.perspectiveGroundImage, op) } type Game struct { player *player groundImage *ebiten.Image perspectiveGroundImage *ebiten.Image fogImage *ebiten.Image } func NewGame() *Game { g := &Game{ player: &player{ x16: 16 * 100, y16: 16 * 200, angle: maxAngle * 3 / 4, }, groundImage: ebiten.NewImage(screenWidth*3, screenHeight*2/3+200), perspectiveGroundImage: ebiten.NewImage(screenWidth*3, screenHeight), } const fogHeight = 16 w, _ := g.perspectiveGroundImage.Size() fogRGBA := image.NewRGBA(image.Rect(0, 0, w, fogHeight)) for j := 0; j < fogHeight; j++ { a := uint32(float64(fogHeight-1-j) * 0xff / (fogHeight - 1)) clr := skyColor r, g, b, oa := uint32(clr.R), uint32(clr.G), uint32(clr.B), uint32(clr.A) clr.R = uint8(r * a / oa) clr.G = uint8(g * a / oa) clr.B = uint8(b * a / oa) clr.A = uint8(a) for i := 0; i < w; i++ { fogRGBA.SetRGBA(i, j, clr) } } g.fogImage = ebiten.NewImageFromImage(fogRGBA) return g } func (g *Game) Update() error { // Manipulate the player by the input. if ebiten.IsKeyPressed(ebiten.KeySpace) { g.player.MoveForward() } rotated := false if ebiten.IsKeyPressed(ebiten.KeyArrowRight) { g.player.RotateRight() rotated = true } if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) { g.player.RotateLeft() rotated = true } if !rotated { g.player.Stabilize() } return nil } func (g *Game) Draw(screen *ebiten.Image) { // Draw the ground image. screen.Fill(skyColor) g.updateGroundImage(g.groundImage) g.drawGroundImage(screen, g.groundImage) // Draw the message. tutorial := "Space: Move forward\nLeft/Right: Rotate" msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f\n%s", ebiten.ActualTPS(), ebiten.ActualFPS(), tutorial) ebitenutil.DebugPrint(screen, msg) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Air Ship (Ebiten Demo)") if err := ebiten.RunGame(NewGame()); err != nil { log.Fatal(err) } }