// 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/color" _ "image/png" "os" ) type Monochrome struct { ebitenTexture graphics.Texture ch chan bool colorMatrix matrix.Color } func New() *Monochrome { return &Monochrome{ ch: make(chan bool), colorMatrix: matrix.IdentityColor(), } } func (game *Monochrome) ScreenWidth() int { return 256 } func (game *Monochrome) ScreenHeight() int { return 240 } func (game *Monochrome) Fps() int { return 60 } func (game *Monochrome) Init(tf graphics.TextureFactory) { file, err := os.Open("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 < game.Fps(); i++ { <-game.ch rate := float64(i) / float64(game.Fps()) game.colorMatrix = mean(colorI, colorMonochrome, rate) game.ch <- true } for i := 0; i < game.Fps(); i++ { <-game.ch game.colorMatrix = colorMonochrome game.ch <- true } for i := 0; i < game.Fps(); i++ { <-game.ch rate := float64(i) / float64(game.Fps()) game.colorMatrix = mean(colorMonochrome, colorI, rate) game.ch <- true } for i := 0; i < game.Fps(); i++ { <-game.ch game.colorMatrix = colorI game.ch <- true } } } func (game *Monochrome) Update(input ebiten.InputState) { game.ch <- true <-game.ch } func (game *Monochrome) Draw(g graphics.Context, offscreen graphics.Texture) { g.Fill(&color.RGBA{R: 128, G: 128, B: 255, A: 255}) geometryMatrix := matrix.IdentityGeometry() tx := game.ScreenWidth()/2 - game.ebitenTexture.Width/2 ty := game.ScreenHeight()/2 - game.ebitenTexture.Height/2 geometryMatrix.Translate(float64(tx), float64(ty)) g.DrawTexture(game.ebitenTexture.ID, geometryMatrix, game.colorMatrix) }