package rotating import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "github.com/hajimehoshi/go-ebiten/ui" "image" _ "image/png" "math" "os" ) const ( ebitenTextureWidth = 57 ebitenTextureHeight = 26 ) type Rotating struct { ebitenTextureId graphics.TextureId x int geometryMatrix matrix.Geometry screenSizeUpdatedCh chan ui.ScreenSizeUpdatedEvent screenWidth int screenHeight int } func New() *Rotating { return &Rotating{ screenSizeUpdatedCh: make(chan ui.ScreenSizeUpdatedEvent), } } func (game *Rotating) OnScreenSizeUpdated(e ui.ScreenSizeUpdatedEvent) { go func() { e := e game.screenSizeUpdatedCh <- e }() } func (game *Rotating) InitTextures(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.ebitenTextureId, err = tf.CreateTextureFromImage(img); err != nil { panic(err) } } func (game *Rotating) Update() { events: for { select { case e := <-game.screenSizeUpdatedCh: game.screenWidth, game.screenHeight = e.Width, e.Height default: break events } } if game.screenWidth == 0 || game.screenHeight == 0 { return } const fps = 60 game.x++ game.geometryMatrix = matrix.IdentityGeometry() tx, ty := float64(ebitenTextureWidth), float64(ebitenTextureHeight) game.geometryMatrix.Translate(-tx/2, -ty/2) game.geometryMatrix.Rotate(float64(game.x) * 2 * math.Pi / float64(fps*10)) game.geometryMatrix.Translate(tx/2, ty/2) centerX := float64(game.screenWidth) / 2 centerY := float64(game.screenHeight) / 2 game.geometryMatrix.Translate(centerX-tx/2, centerY-ty/2) } func (game *Rotating) Draw(g graphics.Canvas) { g.Fill(128, 128, 255) g.DrawTexture(game.ebitenTextureId, game.geometryMatrix, matrix.IdentityColor()) }