mirror of
https://github.com/hajimehoshi/ebiten.git
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353 lines
9.1 KiB
Go
353 lines
9.1 KiB
Go
// Copyright 2019 The Ebiten Authors
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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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"fmt"
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"image"
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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/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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var (
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whiteImage = ebiten.NewImage(3, 3)
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// whiteSubImage is an internal sub image of whiteImage.
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// Use whiteSubImage at DrawTriangles instead of whiteImage in order to avoid bleeding edges.
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whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
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)
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func init() {
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whiteImage.Fill(color.White)
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}
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const (
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screenWidth = 640
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screenHeight = 480
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)
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type Game struct {
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counter int
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aa bool
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line bool
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vertices []ebiten.Vertex
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indices []uint16
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}
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func (g *Game) drawEbitenText(screen *ebiten.Image, x, y int, aa bool, line bool) {
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var path vector.Path
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// E
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path.MoveTo(20, 20)
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path.LineTo(20, 70)
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path.LineTo(70, 70)
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path.LineTo(70, 60)
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path.LineTo(30, 60)
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path.LineTo(30, 50)
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path.LineTo(70, 50)
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path.LineTo(70, 40)
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path.LineTo(30, 40)
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path.LineTo(30, 30)
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path.LineTo(70, 30)
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path.LineTo(70, 20)
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path.Close()
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// B
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path.MoveTo(80, 20)
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path.LineTo(80, 70)
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path.LineTo(100, 70)
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path.QuadTo(150, 57.5, 100, 45)
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path.QuadTo(150, 32.5, 100, 20)
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path.Close()
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// I
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path.MoveTo(140, 20)
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path.LineTo(140, 70)
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path.LineTo(150, 70)
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path.LineTo(150, 20)
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path.Close()
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// T
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path.MoveTo(160, 20)
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path.LineTo(160, 30)
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path.LineTo(180, 30)
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path.LineTo(180, 70)
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path.LineTo(190, 70)
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path.LineTo(190, 30)
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path.LineTo(210, 30)
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path.LineTo(210, 20)
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path.Close()
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// E
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path.MoveTo(220, 20)
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path.LineTo(220, 70)
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path.LineTo(270, 70)
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path.LineTo(270, 60)
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path.LineTo(230, 60)
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path.LineTo(230, 50)
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path.LineTo(270, 50)
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path.LineTo(270, 40)
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path.LineTo(230, 40)
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path.LineTo(230, 30)
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path.LineTo(270, 30)
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path.LineTo(270, 20)
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path.Close()
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// N
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path.MoveTo(280, 20)
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path.LineTo(280, 70)
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path.LineTo(290, 70)
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path.LineTo(290, 35)
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path.LineTo(320, 70)
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path.LineTo(330, 70)
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path.LineTo(330, 20)
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path.LineTo(320, 20)
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path.LineTo(320, 55)
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path.LineTo(290, 20)
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path.Close()
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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} else {
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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}
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for i := range g.vertices {
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g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
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g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0xdb / float32(0xff)
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g.vertices[i].ColorG = 0x56 / float32(0xff)
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g.vertices[i].ColorB = 0x20 / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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// For strokes (AppendVerticesAndIndicesForStroke), FillRuleFillAll and FillRuleNonZero work.
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//
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// For filling (AppendVerticesAndIndicesForFilling), FillRuleNonZero and FillRuleEvenOdd work.
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// FillRuleNonZero and FillRuleEvenOdd differ when rendering a complex polygons with self-intersections and/or holes.
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// See https://en.wikipedia.org/wiki/Nonzero-rule and https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule .
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//
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// For simplicity, this example always uses FillRuleNonZero, whichever strokes or filling is done.
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func (g *Game) drawEbitenLogo(screen *ebiten.Image, x, y int, aa bool, line bool) {
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const unit = 16
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var path vector.Path
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// TODO: Add curves
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path.MoveTo(0, 4*unit)
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path.LineTo(0, 6*unit)
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path.LineTo(2*unit, 6*unit)
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path.LineTo(2*unit, 5*unit)
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path.LineTo(3*unit, 5*unit)
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path.LineTo(3*unit, 4*unit)
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path.LineTo(4*unit, 4*unit)
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path.LineTo(4*unit, 2*unit)
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path.LineTo(6*unit, 2*unit)
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path.LineTo(6*unit, 1*unit)
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path.LineTo(5*unit, 1*unit)
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path.LineTo(5*unit, 0)
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path.LineTo(4*unit, 0)
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path.LineTo(4*unit, 2*unit)
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path.LineTo(2*unit, 2*unit)
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path.LineTo(2*unit, 3*unit)
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path.LineTo(unit, 3*unit)
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path.LineTo(unit, 4*unit)
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path.Close()
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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} else {
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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}
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for i := range g.vertices {
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g.vertices[i].DstX = (g.vertices[i].DstX + float32(x))
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g.vertices[i].DstY = (g.vertices[i].DstY + float32(y))
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0xdb / float32(0xff)
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g.vertices[i].ColorG = 0x56 / float32(0xff)
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g.vertices[i].ColorB = 0x20 / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func (g *Game) drawArc(screen *ebiten.Image, count int, aa bool, line bool) {
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var path vector.Path
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path.MoveTo(350, 100)
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const cx, cy, r = 450, 100, 70
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theta1 := math.Pi * float64(count) / 180
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x := cx + r*math.Cos(theta1)
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y := cy + r*math.Sin(theta1)
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path.ArcTo(450, 100, float32(x), float32(y), 30)
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path.LineTo(float32(x), float32(y))
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theta2 := math.Pi * float64(count) / 180 / 3
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path.MoveTo(550, 100)
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path.Arc(550, 100, 50, float32(theta1), float32(theta2), vector.Clockwise)
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path.Close()
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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} else {
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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}
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for i := range g.vertices {
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0x33 / float32(0xff)
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g.vertices[i].ColorG = 0xcc / float32(0xff)
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g.vertices[i].ColorB = 0x66 / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func maxCounter(index int) int {
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return 128 + (17*index+32)%64
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}
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func (g *Game) drawWave(screen *ebiten.Image, counter int, aa bool, line bool) {
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var path vector.Path
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const npoints = 8
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indexToPoint := func(i int, counter int) (float32, float32) {
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x, y := float32(i*screenWidth/(npoints-1)), float32(screenHeight/2)
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y += float32(30 * math.Sin(float64(counter)*2*math.Pi/float64(maxCounter(i))))
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return x, y
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}
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for i := 0; i <= npoints; i++ {
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if i == 0 {
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path.MoveTo(indexToPoint(i, counter))
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continue
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}
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cpx0, cpy0 := indexToPoint(i-1, counter)
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x, y := indexToPoint(i, counter)
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cpx1, cpy1 := x, y
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cpx0 += 30
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cpx1 -= 30
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path.CubicTo(cpx0, cpy0, cpx1, cpy1, x, y)
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}
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path.LineTo(screenWidth, screenHeight)
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path.LineTo(0, screenHeight)
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if line {
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op := &vector.StrokeOptions{}
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op.Width = 5
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op.LineJoin = vector.LineJoinRound
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g.vertices, g.indices = path.AppendVerticesAndIndicesForStroke(g.vertices[:0], g.indices[:0], op)
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} else {
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g.vertices, g.indices = path.AppendVerticesAndIndicesForFilling(g.vertices[:0], g.indices[:0])
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}
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for i := range g.vertices {
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g.vertices[i].SrcX = 1
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g.vertices[i].SrcY = 1
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g.vertices[i].ColorR = 0x33 / float32(0xff)
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g.vertices[i].ColorG = 0x66 / float32(0xff)
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g.vertices[i].ColorB = 0xff / float32(0xff)
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g.vertices[i].ColorA = 1
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}
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op := &ebiten.DrawTrianglesOptions{}
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op.AntiAlias = aa
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op.FillRule = ebiten.FillRuleNonZero
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screen.DrawTriangles(g.vertices, g.indices, whiteSubImage, op)
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}
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func (g *Game) Update() error {
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g.counter++
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// Switch anti-alias.
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if inpututil.IsKeyJustPressed(ebiten.KeyA) {
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g.aa = !g.aa
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}
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// Switch lines.
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if inpututil.IsKeyJustPressed(ebiten.KeyL) {
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g.line = !g.line
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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dst := screen
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dst.Fill(color.RGBA{0xe0, 0xe0, 0xe0, 0xff})
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g.drawEbitenText(dst, 0, 50, g.aa, g.line)
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g.drawEbitenLogo(dst, 20, 150, g.aa, g.line)
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g.drawArc(dst, g.counter, g.aa, g.line)
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g.drawWave(dst, g.counter, g.aa, g.line)
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msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f", ebiten.ActualTPS(), ebiten.ActualFPS())
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msg += "\nPress A to switch anti-alias."
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msg += "\nPress L to switch the fill mode and the line mode."
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ebitenutil.DebugPrint(screen, msg)
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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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g := &Game{counter: 0}
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Vector (Ebitengine Demo)")
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if err := ebiten.RunGame(g); err != nil {
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log.Fatal(err)
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}
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}
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