mirror of
https://github.com/hajimehoshi/ebiten.git
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ce6931f81c
Updates #2160
254 lines
6.1 KiB
Go
254 lines
6.1 KiB
Go
// Copyright 2015 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package main
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import (
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"bytes"
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"fmt"
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"image/color"
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"log"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/audio"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/examples/resources/fonts"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/text/v2"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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const (
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arcadeFontSize = 8
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)
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var (
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arcadeFaceSource *text.GoTextFaceSource
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)
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func init() {
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s, err := text.NewGoTextFaceSource(bytes.NewReader(fonts.PressStart2P_ttf))
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if err != nil {
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log.Fatal(err)
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}
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arcadeFaceSource = s
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}
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const (
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screenWidth = 320
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screenHeight = 240
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sampleRate = 48000
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baseFreq = 220
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)
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// pianoAt returns an i-th sample of piano with the given frequency.
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func pianoAt(i int, freq float32) float32 {
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// Create piano-like waves with multiple sin waves.
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amp := []float32{1.0, 0.8, 0.6, 0.4, 0.2}
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x := []float32{4.0, 2.0, 1.0, 0.5, 0.25}
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var v float32
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for j := 0; j < len(amp); j++ {
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// Decay
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a := amp[j] * float32(math.Exp(float64(-5*float32(i)*freq/baseFreq/(x[j]*sampleRate))))
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v += a * float32(math.Sin(2.0*math.Pi*float64(i)*float64(freq)*float64(j+1)/sampleRate))
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}
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return v / 5.0
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}
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// toBytes returns the 2ch little endian 16bit byte sequence with the given left/right sequence.
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func toBytes(l, r []float32) []byte {
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if len(l) != len(r) {
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panic("len(l) must equal to len(r)")
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}
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b := make([]byte, len(l)*8)
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for i := range l {
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lv := math.Float32bits(l[i])
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rv := math.Float32bits(r[i])
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b[8*i] = byte(lv)
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b[8*i+1] = byte(lv >> 8)
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b[8*i+2] = byte(lv >> 16)
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b[8*i+3] = byte(lv >> 24)
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b[8*i+4] = byte(rv)
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b[8*i+5] = byte(rv >> 8)
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b[8*i+6] = byte(rv >> 16)
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b[8*i+7] = byte(rv >> 24)
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}
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return b
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}
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var (
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pianoNoteSamples = map[int][]byte{}
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pianoNoteSamplesInited = false
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pianoNoteSamplesInitCh = make(chan struct{})
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)
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func init() {
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// Initialize piano data.
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// This takes a little long time (especially on browsers),
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// so run this asynchronously and notice the progress.
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go func() {
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// Create a reference data and use this for other frequency.
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const refFreq = 110
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length := 4 * sampleRate * baseFreq / refFreq
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refData := make([]float32, length)
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for i := 0; i < length; i++ {
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refData[i] = pianoAt(i, refFreq)
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}
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for i := range keys {
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freq := baseFreq * math.Exp2(float64(i-1)/12.0)
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// Calculate the wave data for the freq.
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length := 4 * sampleRate * baseFreq / int(freq)
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l := make([]float32, length)
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r := make([]float32, length)
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for i := 0; i < length; i++ {
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idx := int(float64(i) * freq / refFreq)
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if len(refData) <= idx {
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break
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}
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l[i] = refData[idx]
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}
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copy(r, l)
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n := toBytes(l, r)
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pianoNoteSamples[int(freq)] = n
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}
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close(pianoNoteSamplesInitCh)
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}()
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}
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var (
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pianoImage = ebiten.NewImage(screenWidth, screenHeight)
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)
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func init() {
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const (
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keyWidth = 24
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y = 48
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)
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whiteKeys := []string{"A", "S", "D", "F", "G", "H", "J", "K", "L"}
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for i, k := range whiteKeys {
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x := i*keyWidth + 36
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height := 112
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vector.DrawFilledRect(pianoImage, float32(x), float32(y), float32(keyWidth-1), float32(height), color.White, false)
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op := &text.DrawOptions{}
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op.GeoM.Translate(float64(x+keyWidth/2), float64(y+height-12))
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op.ColorScale.ScaleWithColor(color.Black)
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op.PrimaryAlign = text.AlignCenter
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text.Draw(pianoImage, k, &text.GoTextFace{
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Source: arcadeFaceSource,
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Size: arcadeFontSize,
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}, op)
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}
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blackKeys := []string{"Q", "W", "", "R", "T", "", "U", "I", "O"}
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for i, k := range blackKeys {
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if k == "" {
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continue
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}
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x := i*keyWidth + 24
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height := 64
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vector.DrawFilledRect(pianoImage, float32(x), float32(y), float32(keyWidth-1), float32(height), color.Black, false)
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op := &text.DrawOptions{}
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op.GeoM.Translate(float64(x+keyWidth/2), float64(y+height-12))
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op.ColorScale.ScaleWithColor(color.White)
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op.PrimaryAlign = text.AlignCenter
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text.Draw(pianoImage, k, &text.GoTextFace{
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Source: arcadeFaceSource,
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Size: arcadeFontSize,
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}, op)
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}
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}
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var (
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keys = []ebiten.Key{
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ebiten.KeyQ,
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ebiten.KeyA,
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ebiten.KeyW,
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ebiten.KeyS,
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ebiten.KeyD,
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ebiten.KeyR,
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ebiten.KeyF,
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ebiten.KeyT,
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ebiten.KeyG,
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ebiten.KeyH,
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ebiten.KeyU,
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ebiten.KeyJ,
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ebiten.KeyI,
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ebiten.KeyK,
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ebiten.KeyO,
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ebiten.KeyL,
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}
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)
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type Game struct {
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audioContext *audio.Context
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}
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func NewGame() *Game {
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return &Game{
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audioContext: audio.NewContext(sampleRate),
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}
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}
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func (g *Game) Update() error {
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// The piano data is still being initialized.
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// Get the progress if available.
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if !pianoNoteSamplesInited {
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select {
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case <-pianoNoteSamplesInitCh:
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pianoNoteSamplesInited = true
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default:
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}
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}
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if pianoNoteSamplesInited {
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for i, key := range keys {
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if !inpututil.IsKeyJustPressed(key) {
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continue
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}
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g.playNote(baseFreq * float32(math.Exp2(float64(i-1)/12.0)))
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}
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}
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return nil
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}
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// playNote plays piano sound with the given frequency.
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func (g *Game) playNote(freq float32) {
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f := int(freq)
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p := g.audioContext.NewPlayerF32FromBytes(pianoNoteSamples[f])
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p.Play()
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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screen.Fill(color.RGBA{0x80, 0x80, 0xc0, 0xff})
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screen.DrawImage(pianoImage, nil)
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS()))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowSize(screenWidth*2, screenHeight*2)
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ebiten.SetWindowTitle("Piano (Ebitengine Demo)")
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if err := ebiten.RunGame(NewGame()); err != nil {
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log.Fatal(err)
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}
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}
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