mirror of
https://github.com/hajimehoshi/ebiten.git
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fa53160e18
Negative mipmaps tend to allocate extremely big images. Instead, encourage to use images with explicit padding when enlarging the image. Fixes #1400
194 lines
3.8 KiB
Go
194 lines
3.8 KiB
Go
// Copyright 2017 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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// +build example
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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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)
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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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var (
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emptyImage = ebiten.NewImage(3, 3)
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)
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func init() {
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emptyImage.Fill(color.White)
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}
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type Game struct {
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count int
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}
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func line(x0, y0, x1, y1 float32, clr color.RGBA) ([]ebiten.Vertex, []uint16) {
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const width = 1
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theta := math.Atan2(float64(y1-y0), float64(x1-x0))
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theta += math.Pi / 2
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dx := float32(math.Cos(theta))
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dy := float32(math.Sin(theta))
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r := float32(clr.R) / 0xff
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g := float32(clr.G) / 0xff
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b := float32(clr.B) / 0xff
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a := float32(clr.A) / 0xff
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return []ebiten.Vertex{
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{
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DstX: x0 - width*dx/2,
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DstY: y0 - width*dy/2,
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SrcX: 1,
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SrcY: 1,
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ColorR: r,
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ColorG: g,
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ColorB: b,
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ColorA: a,
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},
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{
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DstX: x0 + width*dx/2,
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DstY: y0 + width*dy/2,
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SrcX: 1,
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SrcY: 1,
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ColorR: r,
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ColorG: g,
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ColorB: b,
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ColorA: a,
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},
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{
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DstX: x1 - width*dx/2,
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DstY: y1 - width*dy/2,
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SrcX: 1,
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SrcY: 1,
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ColorR: r,
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ColorG: g,
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ColorB: b,
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ColorA: a,
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},
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{
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DstX: x1 + width*dx/2,
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DstY: y1 + width*dy/2,
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SrcX: 1,
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SrcY: 1,
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ColorR: r,
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ColorG: g,
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ColorB: b,
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ColorA: a,
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},
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}, []uint16{0, 1, 2, 1, 2, 3}
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}
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func rect(x, y, w, h float32, clr color.RGBA) ([]ebiten.Vertex, []uint16) {
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r := float32(clr.R) / 0xff
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g := float32(clr.G) / 0xff
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b := float32(clr.B) / 0xff
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a := float32(clr.A) / 0xff
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x0 := x
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y0 := y
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x1 := x + w
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y1 := y + h
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return []ebiten.Vertex{
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{
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DstX: x0,
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DstY: y0,
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SrcX: 1,
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SrcY: 1,
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ColorR: r,
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ColorG: g,
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ColorB: b,
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ColorA: a,
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},
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{
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DstX: x1,
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DstY: y0,
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SrcX: 1,
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SrcY: 1,
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ColorR: r,
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ColorG: g,
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ColorB: b,
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ColorA: a,
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},
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{
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DstX: x0,
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DstY: y1,
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SrcX: 1,
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SrcY: 1,
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ColorR: r,
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ColorG: g,
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ColorB: b,
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ColorA: a,
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},
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{
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DstX: x1,
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DstY: y1,
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SrcX: 1,
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SrcY: 1,
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ColorR: r,
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ColorG: g,
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ColorB: b,
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ColorA: a,
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},
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}, []uint16{0, 1, 2, 1, 2, 3}
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}
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func (g *Game) Update() error {
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g.count++
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g.count %= 240
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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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src := emptyImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
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cf := float64(g.count)
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v, i := line(100, 100, 300, 100, color.RGBA{0xff, 0xff, 0xff, 0xff})
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screen.DrawTriangles(v, i, src, nil)
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v, i = line(50, 150, 50, 350, color.RGBA{0xff, 0xff, 0x00, 0xff})
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screen.DrawTriangles(v, i, src, nil)
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v, i = line(50, 100+float32(cf), 200+float32(cf), 250, color.RGBA{0x00, 0xff, 0xff, 0xff})
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screen.DrawTriangles(v, i, src, nil)
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v, i = rect(50+float32(cf), 50+float32(cf), 100+float32(cf), 100+float32(cf), color.RGBA{0x80, 0x80, 0x80, 0x80})
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screen.DrawTriangles(v, i, src, nil)
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v, i = rect(300-float32(cf), 50, 120, 120, color.RGBA{0x00, 0x80, 0x00, 0x80})
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screen.DrawTriangles(v, i, src, nil)
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ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.CurrentTPS()))
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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("Shapes (Ebiten Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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