package rects import ( "github.com/hajimehoshi/go-ebiten/graphics" "github.com/hajimehoshi/go-ebiten/graphics/matrix" "github.com/hajimehoshi/go-ebiten/ui" "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 screenSizeUpdatedCh chan ui.ScreenSizeUpdatedEvent screenWidth int screenHeight int } const ( rectTextureWidth = 16 rectTextureHeight = 16 offscreenWidth = 256 offscreenHeight = 240 ) func New() *Rects { return &Rects{ rectTextureInited: false, offscreenInited: false, rectBounds: &graphics.Rect{}, rectColor: &color.RGBA{}, screenSizeUpdatedCh: make(chan ui.ScreenSizeUpdatedEvent), } } func (game *Rects) OnScreenSizeUpdated(e ui.ScreenSizeUpdatedEvent) { go func() { e := e game.screenSizeUpdatedCh <- e }() } func (game *Rects) InitTextures(tf graphics.TextureFactory) { var err error game.rectTextureId, err = tf.CreateRenderTarget("rect", rectTextureWidth, rectTextureHeight) if err != nil { panic(err) } game.offscreenId, err = tf.CreateRenderTarget("offscreen", offscreenWidth, offscreenHeight) if err != nil { panic(err) } } func min(a, b int) int { if a < b { return a } return b } func abs(a int) int { if a < 0 { return -a } return a } func (game *Rects) 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 } x1 := rand.Intn(game.screenWidth) x2 := rand.Intn(game.screenWidth) y1 := rand.Intn(game.screenHeight) y2 := rand.Intn(game.screenHeight) game.rectBounds.X = min(x1, x2) game.rectBounds.Y = min(y1, y2) game.rectBounds.Width = abs(x1 - x2) game.rectBounds.Height = abs(y1 - y2) 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.Canvas) { 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.DrawRenderTarget(game.rectTextureId, game.rectGeometryMatrix(), game.rectColorMatrix()) g.ResetOffscreen() g.DrawRenderTarget(game.offscreenId, matrix.IdentityGeometry(), matrix.IdentityColor()) } func init() { rand.Seed(time.Now().UnixNano()) }