mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-15 07:27:32 +01:00
280 lines
6.4 KiB
Go
280 lines
6.4 KiB
Go
// Copyright 2018 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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"bytes"
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"image"
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"image/color"
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_ "image/png"
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"log"
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"math/rand/v2"
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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/examples/resources/images"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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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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// Sprite represents an image.
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type Sprite struct {
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image *ebiten.Image
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alphaImage *image.Alpha
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x int
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y int
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dragged bool
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}
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// In returns true if (x, y) is in the sprite, and false otherwise.
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func (s *Sprite) In(x, y int) bool {
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// Check the actual color (alpha) value at the specified position
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// so that the result of In becomes natural to users.
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//
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// Use alphaImage (*image.Alpha) instead of image (*ebiten.Image) here.
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// It is because (*ebiten.Image).At is very slow as this reads pixels from GPU,
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// and should be avoided whenever possible.
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return s.alphaImage.At(x-s.x, y-s.y).(color.Alpha).A > 0
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}
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// MoveTo moves the sprite to the position (x, y).
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func (s *Sprite) MoveTo(x, y int) {
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w, h := s.image.Bounds().Dx(), s.image.Bounds().Dy()
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s.x = x
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s.y = y
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if s.x < 0 {
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s.x = 0
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}
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if s.x > screenWidth-w {
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s.x = screenWidth - w
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}
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if s.y < 0 {
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s.y = 0
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}
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if s.y > screenHeight-h {
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s.y = screenHeight - h
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}
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}
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// Draw draws the sprite.
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func (s *Sprite) Draw(screen *ebiten.Image, alpha float32) {
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(float64(s.x), float64(s.y))
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op.ColorScale.ScaleAlpha(alpha)
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screen.DrawImage(s.image, op)
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}
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// StrokeSource represents a input device to provide strokes.
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type StrokeSource interface {
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Position() (int, int)
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IsJustReleased() bool
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}
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// MouseStrokeSource is a StrokeSource implementation of mouse.
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type MouseStrokeSource struct{}
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func (m *MouseStrokeSource) Position() (int, int) {
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return ebiten.CursorPosition()
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}
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func (m *MouseStrokeSource) IsJustReleased() bool {
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return inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft)
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}
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// TouchStrokeSource is a StrokeSource implementation of touch.
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type TouchStrokeSource struct {
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ID ebiten.TouchID
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}
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func (t *TouchStrokeSource) Position() (int, int) {
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return ebiten.TouchPosition(t.ID)
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}
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func (t *TouchStrokeSource) IsJustReleased() bool {
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return inpututil.IsTouchJustReleased(t.ID)
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}
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// Stroke manages the current drag state by mouse.
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type Stroke struct {
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source StrokeSource
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// offsetX and offsetY represents a relative value from the sprite's upper-left position to the cursor position.
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offsetX int
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offsetY int
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// sprite represents a sprite being dragged.
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sprite *Sprite
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}
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func NewStroke(source StrokeSource, sprite *Sprite) *Stroke {
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sprite.dragged = true
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x, y := source.Position()
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return &Stroke{
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source: source,
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offsetX: x - sprite.x,
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offsetY: y - sprite.y,
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sprite: sprite,
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}
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}
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func (s *Stroke) Update() {
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if !s.sprite.dragged {
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return
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}
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if s.source.IsJustReleased() {
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s.sprite.dragged = false
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return
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}
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x, y := s.source.Position()
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x -= s.offsetX
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y -= s.offsetY
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s.sprite.MoveTo(x, y)
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}
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func (s *Stroke) Sprite() *Sprite {
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return s.sprite
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}
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type Game struct {
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touchIDs []ebiten.TouchID
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strokes map[*Stroke]struct{}
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sprites []*Sprite
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}
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var (
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ebitenImage *ebiten.Image
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ebitenAlphaImage *image.Alpha
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)
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func init() {
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// Decode an image from the image file's byte slice.
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img, _, err := image.Decode(bytes.NewReader(images.Ebiten_png))
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if err != nil {
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log.Fatal(err)
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}
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ebitenImage = ebiten.NewImageFromImage(img)
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// Clone an image but only with alpha values.
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// This is used to detect a user cursor touches the image.
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b := img.Bounds()
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ebitenAlphaImage = image.NewAlpha(b)
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for j := b.Min.Y; j < b.Max.Y; j++ {
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for i := b.Min.X; i < b.Max.X; i++ {
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ebitenAlphaImage.Set(i, j, img.At(i, j))
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}
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}
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}
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func NewGame() *Game {
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// Initialize the sprites.
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sprites := []*Sprite{}
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w, h := ebitenImage.Bounds().Dx(), ebitenImage.Bounds().Dy()
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for i := 0; i < 50; i++ {
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s := &Sprite{
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image: ebitenImage,
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alphaImage: ebitenAlphaImage,
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x: rand.IntN(screenWidth - w),
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y: rand.IntN(screenHeight - h),
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}
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sprites = append(sprites, s)
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}
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// Initialize the game.
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return &Game{
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strokes: map[*Stroke]struct{}{},
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sprites: sprites,
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}
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}
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func (g *Game) spriteAt(x, y int) *Sprite {
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// As the sprites are ordered from back to front,
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// search the clicked/touched sprite in reverse order.
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for i := len(g.sprites) - 1; i >= 0; i-- {
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s := g.sprites[i]
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if s.In(x, y) {
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return s
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}
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}
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return nil
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}
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func (g *Game) moveSpriteToFront(sprite *Sprite) {
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index := -1
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for i, ss := range g.sprites {
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if ss == sprite {
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index = i
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break
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}
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}
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g.sprites = append(g.sprites[:index], g.sprites[index+1:]...)
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g.sprites = append(g.sprites, sprite)
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}
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func (g *Game) Update() error {
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if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
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if sp := g.spriteAt(ebiten.CursorPosition()); sp != nil {
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s := NewStroke(&MouseStrokeSource{}, sp)
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g.strokes[s] = struct{}{}
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g.moveSpriteToFront(sp)
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}
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}
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g.touchIDs = inpututil.AppendJustPressedTouchIDs(g.touchIDs[:0])
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for _, id := range g.touchIDs {
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if sp := g.spriteAt(ebiten.TouchPosition(id)); sp != nil {
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s := NewStroke(&TouchStrokeSource{id}, sp)
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g.strokes[s] = struct{}{}
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g.moveSpriteToFront(sp)
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}
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}
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for s := range g.strokes {
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s.Update()
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if !s.sprite.dragged {
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delete(g.strokes, s)
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}
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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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for _, s := range g.sprites {
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if s.dragged {
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s.Draw(screen, 0.5)
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} else {
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s.Draw(screen, 1)
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}
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}
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ebitenutil.DebugPrint(screen, "Drag & Drop the sprites!")
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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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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Drag & Drop (Ebitengine Demo)")
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if err := ebiten.RunGame(NewGame()); err != nil {
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log.Fatal(err)
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}
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}
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