package blocks import ( "fmt" "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/ui" "image" _ "image/png" "os" ) type Size struct { Width int Height int } var texturePaths = map[string]string{ "background": "images/blocks/background.png", "font": "images/blocks/font.png", } var renderTargetSizes = map[string]Size{ "whole": Size{256, 254}, } const ScreenWidth = 256 const ScreenHeight = 240 var drawInfo = struct { textures map[string]graphics.TextureId renderTargets map[string]graphics.RenderTargetId }{ textures: map[string]graphics.TextureId{}, renderTargets: map[string]graphics.RenderTargetId{}, } type Game struct { sceneManager *SceneManager } func loadImage(path string) (image.Image, error) { file, err := os.Open(path) if err != nil { return nil, err } defer file.Close() img, _, err := image.Decode(file) if err != nil { return nil, err } return img, nil } func (game *Game) startLoadingTextures(textureFactory graphics.TextureFactory) { for tag, path := range texturePaths { tag := tag path := path go func() { img, err := loadImage(path) if err != nil { panic(err) } textureFactory.CreateTexture(tag, img, graphics.FilterNearest) }() } for tag, size := range renderTargetSizes { tag := tag size := size go func() { textureFactory.CreateRenderTarget(tag, size.Width, size.Height) }() } } func NewGame(textureFactory graphics.TextureFactory) *Game { game := &Game{ sceneManager: NewSceneManager(NewTitleScene()), } game.startLoadingTextures(textureFactory) return game } func (game *Game) HandleEvent(e interface{}) { switch e := e.(type) { case graphics.TextureCreatedEvent: if e.Error != nil { panic(e.Error) } drawInfo.textures[e.Tag.(string)] = e.Id case graphics.RenderTargetCreatedEvent: if e.Error != nil { panic(e.Error) } drawInfo.renderTargets[e.Tag.(string)] = e.Id case ui.KeyStateUpdatedEvent: fmt.Printf("%v\n", e.Keys) case ui.MouseStateUpdatedEvent: } } func (game *Game) isInitialized() bool { if len(drawInfo.textures) < len(texturePaths) { return false } if len(drawInfo.renderTargets) < len(renderTargetSizes) { return false } return true } func (game *Game) Update() { if !game.isInitialized() { return } game.sceneManager.Update() } func (game *Game) Draw(context graphics.Context) { if !game.isInitialized() { return } game.sceneManager.Draw(context) } /*func (game *Game) drawText(g graphics.Context, text string, x, y int, clr color.Color) { const letterWidth = 6 const letterHeight = 16 parts := []graphics.TexturePart{} textX := 0 textY := 0 for _, c := range text { if c == '\n' { textX = 0 textY += letterHeight continue } code := int(c) x := (code % 32) * letterWidth y := (code / 32) * letterHeight source := graphics.Rect{x, y, letterWidth, letterHeight} parts = append(parts, graphics.TexturePart{ LocationX: textX, LocationY: textY, Source: source, }) textX += letterWidth } geometryMatrix := matrix.IdentityGeometry() geometryMatrix.Translate(float64(x), float64(y)) colorMatrix := matrix.IdentityColor() colorMatrix.Scale(clr) g.DrawTextureParts(drawInfo.textures["text"], parts, geometryMatrix, colorMatrix) }*/