mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
316 lines
8.1 KiB
Go
316 lines
8.1 KiB
Go
// Copyright 2019 The Ebiten Authors
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
|
// you may not use this file except in compliance with the License.
|
|
// You may obtain a copy of the License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
// See the License for the specific language governing permissions and
|
|
// limitations under the License.
|
|
|
|
// +build example jsgo
|
|
|
|
package main
|
|
|
|
import (
|
|
"bytes"
|
|
"errors"
|
|
"fmt"
|
|
"image"
|
|
"image/color"
|
|
_ "image/png"
|
|
"log"
|
|
"math"
|
|
"sort"
|
|
|
|
"github.com/hajimehoshi/ebiten"
|
|
"github.com/hajimehoshi/ebiten/ebitenutil"
|
|
"github.com/hajimehoshi/ebiten/examples/resources/images"
|
|
"github.com/hajimehoshi/ebiten/inpututil"
|
|
)
|
|
|
|
const (
|
|
screenWidth = 240
|
|
screenHeight = 240
|
|
padding = 20
|
|
)
|
|
|
|
var (
|
|
bgImage *ebiten.Image
|
|
shadowImage *ebiten.Image
|
|
triangleImage *ebiten.Image
|
|
)
|
|
|
|
func init() {
|
|
// Decode image from a byte slice instead of a file so that
|
|
// this example works in any working directory.
|
|
// If you want to use a file, there are some options:
|
|
// 1) Use os.Open and pass the file to the image decoder.
|
|
// This is a very regular way, but doesn't work on browsers.
|
|
// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
|
|
// This works even on browsers.
|
|
// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
|
|
// This also works on browsers.
|
|
img, _, err := image.Decode(bytes.NewReader(images.Tile_png))
|
|
if err != nil {
|
|
log.Fatal(err)
|
|
}
|
|
bgImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
|
|
shadowImage, _ = ebiten.NewImage(screenWidth, screenHeight, ebiten.FilterDefault)
|
|
triangleImage, _ = ebiten.NewImage(screenWidth, screenHeight, ebiten.FilterDefault)
|
|
triangleImage.Fill(color.White)
|
|
}
|
|
|
|
type line struct {
|
|
X1, Y1, X2, Y2 float64
|
|
}
|
|
|
|
func (l *line) angle() float64 {
|
|
return math.Atan2(l.Y2-l.Y1, l.X2-l.X1)
|
|
}
|
|
|
|
type object struct {
|
|
walls []line
|
|
}
|
|
|
|
func (o object) points() [][2]float64 {
|
|
// Get one of the endpoints for all segments,
|
|
// + the startpoint of the first one, for non-closed paths
|
|
var points [][2]float64
|
|
for _, wall := range o.walls {
|
|
points = append(points, [2]float64{wall.X2, wall.Y2})
|
|
}
|
|
points = append(points, [2]float64{o.walls[0].X1, o.walls[0].Y1})
|
|
return points
|
|
}
|
|
|
|
func newRay(x, y, length, angle float64) line {
|
|
return line{
|
|
X1: x,
|
|
Y1: y,
|
|
X2: x + length*math.Cos(angle),
|
|
Y2: y + length*math.Sin(angle),
|
|
}
|
|
}
|
|
|
|
// intersection calculates the intersection of given two lines.
|
|
func intersection(l1, l2 line) (float64, float64, bool) {
|
|
// https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection#Given_two_points_on_each_line
|
|
denom := (l1.X1-l1.X2)*(l2.Y1-l2.Y2) - (l1.Y1-l1.Y2)*(l2.X1-l2.X2)
|
|
tNum := (l1.X1-l2.X1)*(l2.Y1-l2.Y2) - (l1.Y1-l2.Y1)*(l2.X1-l2.X2)
|
|
uNum := -((l1.X1-l1.X2)*(l1.Y1-l2.Y1) - (l1.Y1-l1.Y2)*(l1.X1-l2.X1))
|
|
|
|
if denom == 0 {
|
|
return 0, 0, false
|
|
}
|
|
|
|
t := tNum / denom
|
|
if t > 1 || t < 0 {
|
|
return 0, 0, false
|
|
}
|
|
|
|
u := uNum / denom
|
|
if u > 1 || u < 0 {
|
|
return 0, 0, false
|
|
}
|
|
|
|
x := l1.X1 + t*(l1.X2-l1.X1)
|
|
y := l1.Y1 + t*(l1.Y2-l1.Y1)
|
|
return x, y, true
|
|
}
|
|
|
|
// rayCasting returns a slice of line originating from point cx, cy and intersecting with objects
|
|
func rayCasting(cx, cy float64, objects []object) []line {
|
|
const rayLength = 1000 // something large enough to reach all objects
|
|
|
|
var rays []line
|
|
for _, obj := range objects {
|
|
// Cast two rays per point
|
|
for _, p := range obj.points() {
|
|
l := line{cx, cy, p[0], p[1]}
|
|
angle := l.angle()
|
|
|
|
for _, offset := range []float64{-0.005, 0.005} {
|
|
points := [][2]float64{}
|
|
ray := newRay(cx, cy, rayLength, angle+offset)
|
|
|
|
// Unpack all objects
|
|
for _, o := range objects {
|
|
for _, wall := range o.walls {
|
|
if px, py, ok := intersection(ray, wall); ok {
|
|
points = append(points, [2]float64{px, py})
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find the point closest to start of ray
|
|
min := math.Inf(1)
|
|
minI := -1
|
|
for i, p := range points {
|
|
d2 := (cx-p[0])*(cx-p[0]) + (cy-p[1])*(cy-p[1])
|
|
if d2 < min {
|
|
min = d2
|
|
minI = i
|
|
}
|
|
}
|
|
rays = append(rays, line{cx, cy, points[minI][0], points[minI][1]})
|
|
}
|
|
}
|
|
}
|
|
|
|
// Sort rays based on angle, otherwise light triangles will not come out right
|
|
sort.Slice(rays, func(i int, j int) bool {
|
|
return rays[i].angle() < rays[j].angle()
|
|
})
|
|
return rays
|
|
}
|
|
|
|
func handleMovement() {
|
|
if ebiten.IsKeyPressed(ebiten.KeyD) || ebiten.IsKeyPressed(ebiten.KeyRight) {
|
|
px += 4
|
|
}
|
|
|
|
if ebiten.IsKeyPressed(ebiten.KeyS) || ebiten.IsKeyPressed(ebiten.KeyDown) {
|
|
py += 4
|
|
}
|
|
|
|
if ebiten.IsKeyPressed(ebiten.KeyA) || ebiten.IsKeyPressed(ebiten.KeyLeft) {
|
|
px -= 4
|
|
}
|
|
|
|
if ebiten.IsKeyPressed(ebiten.KeyW) || ebiten.IsKeyPressed(ebiten.KeyUp) {
|
|
py -= 4
|
|
}
|
|
|
|
// +1/-1 is to stop player before it reaches the border
|
|
if px >= screenWidth-padding {
|
|
px = screenWidth - padding - 1
|
|
}
|
|
|
|
if px <= padding {
|
|
px = padding + 1
|
|
}
|
|
|
|
if py >= screenHeight-padding {
|
|
py = screenHeight - padding - 1
|
|
}
|
|
|
|
if py <= padding {
|
|
py = padding + 1
|
|
}
|
|
}
|
|
|
|
func rayVertices(x1, y1, x2, y2, x3, y3 float64) []ebiten.Vertex {
|
|
return []ebiten.Vertex{
|
|
{DstX: float32(x1), DstY: float32(y1), SrcX: 0, SrcY: 0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1},
|
|
{DstX: float32(x2), DstY: float32(y2), SrcX: 0, SrcY: 0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1},
|
|
{DstX: float32(x3), DstY: float32(y3), SrcX: 0, SrcY: 0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1},
|
|
}
|
|
}
|
|
|
|
func update(screen *ebiten.Image) error {
|
|
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
|
return errors.New("game ended by player")
|
|
}
|
|
|
|
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
|
|
showRays = !showRays
|
|
}
|
|
|
|
handleMovement()
|
|
|
|
if ebiten.IsDrawingSkipped() {
|
|
return nil
|
|
}
|
|
|
|
// Reset the shadowImage
|
|
shadowImage.Fill(color.Black)
|
|
rays := rayCasting(float64(px), float64(py), objects)
|
|
|
|
// Subtract ray triangles from shadow
|
|
opt := &ebiten.DrawTrianglesOptions{}
|
|
opt.Address = ebiten.AddressRepeat
|
|
opt.CompositeMode = ebiten.CompositeModeSourceOut
|
|
for i, line := range rays {
|
|
nextLine := rays[(i+1)%len(rays)]
|
|
|
|
// Draw triangle of area between rays
|
|
v := rayVertices(float64(px), float64(py), nextLine.X2, nextLine.Y2, line.X2, line.Y2)
|
|
shadowImage.DrawTriangles(v, []uint16{0, 1, 2}, triangleImage, opt)
|
|
}
|
|
|
|
// Draw background
|
|
screen.DrawImage(bgImage, nil)
|
|
|
|
if showRays {
|
|
// Draw rays
|
|
for _, r := range rays {
|
|
ebitenutil.DrawLine(screen, r.X1, r.Y1, r.X2, r.Y2, color.RGBA{255, 255, 0, 150})
|
|
}
|
|
}
|
|
|
|
// Draw shadow
|
|
op := &ebiten.DrawImageOptions{}
|
|
op.ColorM.Scale(1, 1, 1, 0.7)
|
|
screen.DrawImage(shadowImage, op)
|
|
|
|
// Draw walls
|
|
for _, obj := range objects {
|
|
for _, w := range obj.walls {
|
|
ebitenutil.DrawLine(screen, w.X1, w.Y1, w.X2, w.Y2, color.RGBA{255, 0, 0, 255})
|
|
}
|
|
}
|
|
|
|
// Draw player as a rect
|
|
ebitenutil.DrawRect(screen, float64(px)-2, float64(py)-2, 4, 4, color.Black)
|
|
ebitenutil.DrawRect(screen, float64(px)-1, float64(py)-1, 2, 2, color.RGBA{255, 100, 100, 255})
|
|
|
|
if showRays {
|
|
ebitenutil.DebugPrintAt(screen, "R: hide rays", padding, 0)
|
|
} else {
|
|
ebitenutil.DebugPrintAt(screen, "R: show rays", padding, 0)
|
|
}
|
|
|
|
ebitenutil.DebugPrintAt(screen, "WASD: move", 160, 0)
|
|
ebitenutil.DebugPrintAt(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()), 51, 51)
|
|
return nil
|
|
}
|
|
|
|
var (
|
|
showRays bool
|
|
px, py int
|
|
objects []object
|
|
)
|
|
|
|
func rect(x, y, w, h float64) []line {
|
|
return []line{
|
|
{x, y, x, y + h},
|
|
{x, y + h, x + w, y + h},
|
|
{x + w, y + h, x + w, y},
|
|
{x + w, y, x, y},
|
|
}
|
|
}
|
|
|
|
func main() {
|
|
px = screenWidth / 2
|
|
py = screenHeight / 2
|
|
|
|
// Add outer walls
|
|
objects = append(objects, object{rect(padding, padding, screenWidth-2*padding, screenHeight-2*padding)})
|
|
|
|
// Angled wall
|
|
objects = append(objects, object{[]line{{50, 110, 100, 150}}})
|
|
|
|
// Rectangles
|
|
objects = append(objects, object{rect(45, 50, 70, 20)})
|
|
objects = append(objects, object{rect(150, 50, 30, 60)})
|
|
|
|
if err := ebiten.Run(update, screenWidth, screenHeight, 2, "Ray casting and shadows (Ebiten demo)"); err != nil {
|
|
log.Fatal(err)
|
|
}
|
|
}
|