ebiten/example/game/sprites.go
2013-06-21 23:22:46 +09:00

125 lines
2.5 KiB
Go

package game
import (
"github.com/hajimehoshi/go.ebiten/graphics"
"github.com/hajimehoshi/go.ebiten/graphics/matrix"
"image"
"image/color"
"math/rand"
"os"
"time"
)
type Sprite struct {
texture graphics.Texture
ch chan bool
x int
y int
vx int
vy int
}
func NewSprite(screenWidth, screenHeight int,
texture graphics.Texture) *Sprite {
maxX := screenWidth - texture.Width
maxY := screenHeight - texture.Height
sprite := &Sprite{
texture: texture,
ch: make(chan bool),
x: rand.Intn(maxX),
y: rand.Intn(maxY),
vx: rand.Intn(2)*2 - 1,
vy: rand.Intn(2)*2 - 1,
}
go sprite.update(screenWidth, screenHeight)
return sprite
}
func (sprite *Sprite) update(screenWidth, screenHeight int) {
maxX := screenWidth - sprite.texture.Width
maxY := screenHeight - sprite.texture.Height
for {
<-sprite.ch
sprite.x += sprite.vx
sprite.y += sprite.vy
if sprite.x < 0 || maxX <= sprite.x {
sprite.vx = -sprite.vx
}
if sprite.y < 0 || maxY <= sprite.y {
sprite.vy = -sprite.vy
}
sprite.ch <- true
}
}
func (sprite *Sprite) Update() {
sprite.ch <- true
<-sprite.ch
}
func (sprite *Sprite) Draw(g graphics.GraphicsContext) {
geometryMatrix := matrix.IdentityGeometry()
geometryMatrix.Translate(float64(sprite.x), float64(sprite.y))
g.DrawTexture(sprite.texture.ID,
0, 0, sprite.texture.Width, sprite.texture.Height,
geometryMatrix,
matrix.IdentityColor())
}
type Sprites struct {
ebitenTexture graphics.Texture
sprites []*Sprite
}
func NewSprites() *Sprites {
return &Sprites{}
}
func (game *Sprites) ScreenWidth() int {
return 256
}
func (game *Sprites) ScreenHeight() int {
return 240
}
func (game *Sprites) Init(tf graphics.TextureFactory) {
file, err := os.Open("ebiten.png")
if err != nil {
panic(err)
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
panic(err)
}
game.ebitenTexture = tf.NewTextureFromImage(img)
game.sprites = []*Sprite{}
for i := 0; i < 200; i++ {
sprite := NewSprite(
game.ScreenWidth(),
game.ScreenHeight(),
game.ebitenTexture)
game.sprites = append(game.sprites, sprite)
}
}
func (game *Sprites) Update() {
for _, sprite := range game.sprites {
sprite.Update()
}
}
func (game *Sprites) Draw(g graphics.GraphicsContext, offscreen graphics.Texture) {
g.Fill(&color.RGBA{R: 128, G: 128, B: 255, A: 255})
for _, sprite := range game.sprites {
sprite.Draw(g)
}
}
func init() {
rand.Seed(time.Now().UnixNano())
}