package rects import ( "github.com/hajimehoshi/go-ebiten" "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "image/color" "math" "math/rand" "time" ) type Rects struct { rectTextureID graphics.RenderTargetID rectTextureInited bool offscreenID graphics.RenderTargetID offscreenInited bool rectBounds *graphics.Rect rectColor *color.RGBA } const ( rectTextureWidth = 16 rectTextureHeight = 16 offscreenWidth = 256 offscreenHeight = 240 ) func New() *Rects { return &Rects{ rectTextureInited: false, offscreenInited: false, rectBounds: &graphics.Rect{}, rectColor: &color.RGBA{}, } } func (game *Rects) Init(tf graphics.TextureFactory) { game.rectTextureID = tf.NewRenderTarget(rectTextureWidth, rectTextureHeight) game.offscreenID = tf.NewRenderTarget(offscreenWidth, offscreenHeight) } func (game *Rects) Update(context ebiten.GameContext) { game.rectBounds.X = rand.Intn(context.ScreenWidth()) game.rectBounds.Y = rand.Intn(context.ScreenHeight()) game.rectBounds.Width = rand.Intn(context.ScreenWidth()-game.rectBounds.X) + 1 game.rectBounds.Height = rand.Intn(context.ScreenHeight()-game.rectBounds.Y) + 1 game.rectColor.R = uint8(rand.Intn(math.MaxUint8)) game.rectColor.G = uint8(rand.Intn(math.MaxUint8)) game.rectColor.B = uint8(rand.Intn(math.MaxUint8)) game.rectColor.A = uint8(rand.Intn(math.MaxUint8)) } func (game *Rects) rectGeometryMatrix() matrix.Geometry { geometryMatrix := matrix.IdentityGeometry() scaleX := float64(game.rectBounds.Width) / float64(rectTextureWidth) scaleY := float64(game.rectBounds.Height) / float64(rectTextureHeight) geometryMatrix.Scale(scaleX, scaleY) geometryMatrix.Translate( float64(game.rectBounds.X), float64(game.rectBounds.Y)) return geometryMatrix } func (game *Rects) rectColorMatrix() matrix.Color { colorMatrix := matrix.IdentityColor() colorMatrix.Elements[0][0] = float64(game.rectColor.R) / float64(math.MaxUint8) colorMatrix.Elements[1][1] = float64(game.rectColor.G) / float64(math.MaxUint8) colorMatrix.Elements[2][2] = float64(game.rectColor.B) / float64(math.MaxUint8) colorMatrix.Elements[3][3] = float64(game.rectColor.A) / float64(math.MaxUint8) return colorMatrix } func (game *Rects) Draw(g graphics.Context) { if !game.rectTextureInited { g.SetOffscreen(game.rectTextureID) g.Fill(255, 255, 255) game.rectTextureInited = true } g.SetOffscreen(game.offscreenID) if !game.offscreenInited { g.Fill(0, 0, 0) game.offscreenInited = true } g.DrawTexture(g.ToTexture(game.rectTextureID), game.rectGeometryMatrix(), game.rectColorMatrix()) g.ResetOffscreen() g.DrawTexture(g.ToTexture(game.offscreenID), matrix.IdentityGeometry(), matrix.IdentityColor()) } func init() { rand.Seed(time.Now().UnixNano()) }