package monochrome import ( "github.com/hajimehoshi/go-ebiten" "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "image" _ "image/png" "os" ) const ( ebitenTextureWidth = 57 ebitenTextureHeight = 26 ) type Monochrome struct { ebitenTextureId graphics.TextureId ch chan bool colorMatrix matrix.Color geometryMatrix matrix.Geometry screenSizeUpdatedCh chan ebiten.ScreenSizeUpdatedEvent screenWidth int screenHeight int } func New() *Monochrome { return &Monochrome{ ch: make(chan bool), colorMatrix: matrix.IdentityColor(), geometryMatrix: matrix.IdentityGeometry(), screenSizeUpdatedCh: make(chan ebiten.ScreenSizeUpdatedEvent), } } func (game *Monochrome) ScreenSizeUpdated() chan<- ebiten.ScreenSizeUpdatedEvent { return game.screenSizeUpdatedCh } func (game *Monochrome) 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) } 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() { const fps = 60 colorI := matrix.IdentityColor() colorMonochrome := matrix.Monochrome() for { for i := 0; i < fps; i++ { <-game.ch rate := float64(i) / float64(fps) game.colorMatrix = mean(colorI, colorMonochrome, rate) game.ch <- true } for i := 0; i < fps; i++ { <-game.ch game.colorMatrix = colorMonochrome game.ch <- true } for i := 0; i < fps; i++ { <-game.ch rate := float64(i) / float64(fps) game.colorMatrix = mean(colorMonochrome, colorI, rate) game.ch <- true } for i := 0; i < fps; i++ { <-game.ch game.colorMatrix = colorI game.ch <- true } } } func (game *Monochrome) Update() { events: for { select { case e := <-game.screenSizeUpdatedCh: game.screenWidth, game.screenHeight = e.Width, e.Height default: break events } } game.ch <- true <-game.ch game.geometryMatrix = matrix.IdentityGeometry() tx := game.screenWidth/2 - ebitenTextureWidth/2 ty := game.screenHeight/2 - ebitenTextureHeight/2 game.geometryMatrix.Translate(float64(tx), float64(ty)) } func (game *Monochrome) Draw(g graphics.Canvas) { g.Fill(128, 128, 255) g.DrawTexture(game.ebitenTextureId, game.geometryMatrix, game.colorMatrix) }