mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 23:17:27 +01:00
130 lines
2.7 KiB
Go
130 lines
2.7 KiB
Go
package monochrome
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import (
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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"
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_ "image/png"
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"os"
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)
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const (
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ebitenTextureWidth = 57
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ebitenTextureHeight = 26
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)
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type Monochrome struct {
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ebitenTextureId graphics.TextureId
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ch chan bool
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colorMatrix matrix.Color
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geometryMatrix matrix.Geometry
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screenSizeUpdatedCh chan ui.ScreenSizeUpdatedEvent
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screenWidth int
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screenHeight int
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}
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func New() *Monochrome {
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return &Monochrome{
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ch: make(chan bool),
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colorMatrix: matrix.IdentityColor(),
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geometryMatrix: matrix.IdentityGeometry(),
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screenSizeUpdatedCh: make(chan ui.ScreenSizeUpdatedEvent),
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}
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}
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func (game *Monochrome) OnScreenSizeUpdated(e ui.ScreenSizeUpdatedEvent) {
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go func() {
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e := e
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game.screenSizeUpdatedCh <- e
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}()
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}
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func (game *Monochrome) InitTextures(tf graphics.TextureFactory) {
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file, err := os.Open("images/ebiten.png")
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if err != nil {
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panic(err)
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}
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defer file.Close()
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img, _, err := image.Decode(file)
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if err != nil {
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panic(err)
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}
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if game.ebitenTextureId, err = tf.CreateTextureFromImage(img); err != nil {
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panic(err)
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}
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go game.update()
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}
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func mean(a, b matrix.Color, k float64) matrix.Color {
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dim := a.Dim()
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result := matrix.Color{}
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for i := 0; i < dim-1; i++ {
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for j := 0; j < dim; j++ {
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result.Elements[i][j] =
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a.Elements[i][j]*(1-k) +
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b.Elements[i][j]*k
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}
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}
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return result
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}
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func (game *Monochrome) update() {
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const fps = 60
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colorI := matrix.IdentityColor()
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colorMonochrome := matrix.Monochrome()
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for {
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for i := 0; i < fps; i++ {
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<-game.ch
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rate := float64(i) / float64(fps)
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game.colorMatrix = mean(colorI, colorMonochrome, rate)
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game.ch <- true
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}
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for i := 0; i < fps; i++ {
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<-game.ch
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game.colorMatrix = colorMonochrome
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game.ch <- true
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}
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for i := 0; i < fps; i++ {
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<-game.ch
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rate := float64(i) / float64(fps)
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game.colorMatrix = mean(colorMonochrome, colorI, rate)
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game.ch <- true
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}
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for i := 0; i < fps; i++ {
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<-game.ch
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game.colorMatrix = colorI
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game.ch <- true
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}
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}
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}
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func (game *Monochrome) Update() {
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events:
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for {
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select {
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case e := <-game.screenSizeUpdatedCh:
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game.screenWidth, game.screenHeight = e.Width, e.Height
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default:
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break events
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}
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}
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game.ch <- true
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<-game.ch
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game.geometryMatrix = matrix.IdentityGeometry()
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tx := game.screenWidth/2 - ebitenTextureWidth/2
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ty := game.screenHeight/2 - ebitenTextureHeight/2
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game.geometryMatrix.Translate(float64(tx), float64(ty))
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}
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func (game *Monochrome) Draw(g graphics.Canvas) {
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g.Fill(128, 128, 255)
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g.DrawTexture(game.ebitenTextureId,
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game.geometryMatrix, game.colorMatrix)
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}
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