mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
183 lines
4.3 KiB
Go
183 lines
4.3 KiB
Go
package main
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import (
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"fmt"
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"github.com/hajimehoshi/go-ebiten/graphics"
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/ui"
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"image/color"
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"math"
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)
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var TexturePaths = map[string]string{
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"ebiten": "images/ebiten.png",
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"text": "images/text.png",
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}
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type Size struct {
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Width int
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Height int
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}
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var RenderTargetSizes = map[string]Size{
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"whole": Size{256, 254},
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}
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type drawInfo struct {
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textures map[string]graphics.TextureId
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renderTargets map[string]graphics.RenderTargetId
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inputStr string
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textureX int
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textureY int
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textureAngle float64
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textureGeo matrix.Geometry
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}
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type Game struct {
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inputX int
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inputY int
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inputPrevX int
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inputPrevY int
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counter int
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drawInfo
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}
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func NewGame() *Game {
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return &Game{
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inputX: -1,
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inputY: -1,
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inputPrevX: -1,
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inputPrevY: -1,
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counter: 0,
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drawInfo: drawInfo{
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textures: map[string]graphics.TextureId{},
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renderTargets: map[string]graphics.RenderTargetId{},
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textureX: 0,
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textureY: 0,
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textureAngle: 0,
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textureGeo: matrix.IdentityGeometry(),
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},
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}
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}
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func (game *Game) OnTextureCreated(e graphics.TextureCreatedEvent) {
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if e.Error != nil {
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panic(e.Error)
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}
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game.textures[e.Tag.(string)] = e.Id
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}
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func (game *Game) OnRenderTargetCreated(e graphics.RenderTargetCreatedEvent) {
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if e.Error != nil {
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panic(e.Error)
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}
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game.renderTargets[e.Tag.(string)] = e.Id
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}
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func (game *Game) OnInputStateUpdated(e ui.InputStateUpdatedEvent) {
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game.inputX, game.inputY = e.X, e.Y
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}
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func (game *Game) isInitialized() bool {
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if len(game.drawInfo.textures) < len(TexturePaths) {
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return false
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}
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if len(game.drawInfo.renderTargets) < len(RenderTargetSizes) {
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return false
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}
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return true
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}
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func (game *Game) Update() {
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if !game.isInitialized() {
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return
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}
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const textureWidth = 57
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const textureHeight = 26
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game.counter++
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game.drawInfo.inputStr = fmt.Sprintf(`Input State:
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X: %d
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Y: %d`, game.inputX, game.inputY)
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if game.inputPrevX != -1 && game.inputPrevY != -1 &&
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game.inputX != -1 && game.inputY != -1 {
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dx, dy := game.inputX-game.inputPrevX, game.inputY-game.inputPrevY
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game.textureX += dx
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game.textureY += dy
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}
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game.drawInfo.textureAngle = 2 * math.Pi * float64(game.counter) / 600
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geo := matrix.IdentityGeometry()
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geo.Translate(-textureWidth/2, -textureHeight/2)
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geo.Rotate(game.drawInfo.textureAngle)
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geo.Translate(textureWidth/2, textureHeight/2)
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geo.Translate(float64(game.textureX), float64(game.textureY))
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game.drawInfo.textureGeo = geo
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// Update for the next frame.
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game.inputPrevX, game.inputPrevY = game.inputX, game.inputY
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}
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func (game *Game) Draw(g graphics.Canvas) {
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if !game.isInitialized() {
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return
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}
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whole := game.drawInfo.renderTargets["whole"]
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g.SetOffscreen(whole)
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g.Fill(0x70, 0x90, 0xe0)
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game.drawTexture(g, game.drawInfo.textureGeo, matrix.IdentityColor())
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game.drawText(g, game.drawInfo.inputStr, 6, 6, &color.RGBA{0x0, 0x0, 0x0, 0x80})
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game.drawText(g, game.drawInfo.inputStr, 5, 5, color.White)
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g.ResetOffscreen()
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g.DrawRenderTarget(whole, matrix.IdentityGeometry(), matrix.IdentityColor())
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wholeGeo := matrix.IdentityGeometry()
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wholeGeo.Scale(0.5, 0.5)
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wholeGeo.Translate(256/2, 240/2)
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wholeColor := matrix.IdentityColor()
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wholeColor.Scale(&color.RGBA{0x80, 0x80, 0x80, 0x80})
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g.DrawRenderTarget(whole, wholeGeo, wholeColor)
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}
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func (game *Game) drawText(g graphics.Canvas, text string, x, y int, clr color.Color) {
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const letterWidth = 6
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const letterHeight = 16
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parts := []graphics.TexturePart{}
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textX := 0
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textY := 0
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for _, c := range text {
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if c == '\n' {
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textX = 0
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textY += letterHeight
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continue
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}
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code := int(c)
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x := (code % 32) * letterWidth
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y := (code / 32) * letterHeight
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source := graphics.Rect{x, y, letterWidth, letterHeight}
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parts = append(parts, graphics.TexturePart{
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LocationX: textX,
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LocationY: textY,
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Source: source,
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})
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textX += letterWidth
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}
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geometryMatrix := matrix.IdentityGeometry()
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geometryMatrix.Translate(float64(x), float64(y))
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colorMatrix := matrix.IdentityColor()
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colorMatrix.Scale(clr)
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g.DrawTextureParts(game.drawInfo.textures["text"], parts,
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geometryMatrix, colorMatrix)
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}
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func (game *Game) drawTexture(g graphics.Canvas, geo matrix.Geometry, color matrix.Color) {
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g.DrawTexture(game.drawInfo.textures["ebiten"], geo, color)
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}
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