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https://github.com/hajimehoshi/ebiten.git
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431cd33839
These functions reduce unnecessary allocations of arrays. Closes #1692
229 lines
5.2 KiB
Go
229 lines
5.2 KiB
Go
// Copyright 2015 Hajime Hoshi
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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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//go:build example
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// +build example
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package main
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import (
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"bytes"
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"fmt"
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"image"
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_ "image/png"
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"log"
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"math"
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"math/rand"
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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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)
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const (
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screenWidth = 320
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screenHeight = 240
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maxAngle = 256
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)
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var (
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ebitenImage *ebiten.Image
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)
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func init() {
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// Decode image from a byte slice instead of a file so that
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// this example works in any working directory.
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// If you want to use a file, there are some options:
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// 1) Use os.Open and pass the file to the image decoder.
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// This is a very regular way, but doesn't work on browsers.
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// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
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// This works even on browsers.
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// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
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// This also works on browsers.
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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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origEbitenImage := ebiten.NewImageFromImage(img)
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w, h := origEbitenImage.Size()
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ebitenImage = ebiten.NewImage(w, h)
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op := &ebiten.DrawImageOptions{}
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op.ColorM.Scale(1, 1, 1, 0.5)
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ebitenImage.DrawImage(origEbitenImage, op)
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}
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type Sprite struct {
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imageWidth int
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imageHeight int
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x int
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y int
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vx int
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vy int
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angle int
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}
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func (s *Sprite) Update() {
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s.x += s.vx
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s.y += s.vy
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if s.x < 0 {
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s.x = -s.x
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s.vx = -s.vx
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} else if mx := screenWidth - s.imageWidth; mx <= s.x {
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s.x = 2*mx - s.x
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s.vx = -s.vx
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}
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if s.y < 0 {
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s.y = -s.y
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s.vy = -s.vy
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} else if my := screenHeight - s.imageHeight; my <= s.y {
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s.y = 2*my - s.y
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s.vy = -s.vy
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}
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s.angle++
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if s.angle == maxAngle {
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s.angle = 0
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}
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}
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type Sprites struct {
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sprites []*Sprite
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num int
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}
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func (s *Sprites) Update() {
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for i := 0; i < s.num; i++ {
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s.sprites[i].Update()
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}
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}
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const (
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MinSprites = 0
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MaxSprites = 50000
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)
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type Game struct {
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touchIDs []ebiten.TouchID
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sprites Sprites
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op ebiten.DrawImageOptions
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inited bool
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}
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func (g *Game) init() {
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defer func() {
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g.inited = true
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}()
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g.sprites.sprites = make([]*Sprite, MaxSprites)
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g.sprites.num = 500
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for i := range g.sprites.sprites {
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w, h := ebitenImage.Size()
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x, y := rand.Intn(screenWidth-w), rand.Intn(screenHeight-h)
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vx, vy := 2*rand.Intn(2)-1, 2*rand.Intn(2)-1
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a := rand.Intn(maxAngle)
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g.sprites.sprites[i] = &Sprite{
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imageWidth: w,
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imageHeight: h,
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x: x,
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y: y,
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vx: vx,
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vy: vy,
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angle: a,
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}
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}
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}
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func (g *Game) leftTouched() bool {
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for _, id := range g.touchIDs {
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x, _ := ebiten.TouchPosition(id)
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if x < screenWidth/2 {
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return true
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}
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}
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return false
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}
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func (g *Game) rightTouched() bool {
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for _, id := range g.touchIDs {
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x, _ := ebiten.TouchPosition(id)
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if x >= screenWidth/2 {
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return true
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}
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}
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return false
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}
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func (g *Game) Update() error {
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if !g.inited {
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g.init()
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}
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g.touchIDs = ebiten.AppendTouchIDs(g.touchIDs[:0])
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// Decrease the number of the sprites.
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if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || g.leftTouched() {
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g.sprites.num -= 20
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if g.sprites.num < MinSprites {
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g.sprites.num = MinSprites
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}
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}
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// Increase the number of the sprites.
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if ebiten.IsKeyPressed(ebiten.KeyArrowRight) || g.rightTouched() {
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g.sprites.num += 20
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if MaxSprites < g.sprites.num {
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g.sprites.num = MaxSprites
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}
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}
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g.sprites.Update()
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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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// Draw each sprite.
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// DrawImage can be called many many times, but in the implementation,
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// the actual draw call to GPU is very few since these calls satisfy
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// some conditions e.g. all the rendering sources and targets are same.
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// For more detail, see:
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// https://pkg.go.dev/github.com/hajimehoshi/ebiten/v2#Image.DrawImage
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w, h := ebitenImage.Size()
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for i := 0; i < g.sprites.num; i++ {
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s := g.sprites.sprites[i]
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g.op.GeoM.Reset()
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g.op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
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g.op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle)
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g.op.GeoM.Translate(float64(w)/2, float64(h)/2)
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g.op.GeoM.Translate(float64(s.x), float64(s.y))
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screen.DrawImage(ebitenImage, &g.op)
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}
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msg := fmt.Sprintf(`TPS: %0.2f
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FPS: %0.2f
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Num of sprites: %d
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Press <- or -> to change the number of sprites`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), g.sprites.num)
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ebitenutil.DebugPrint(screen, msg)
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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*2, screenHeight*2)
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ebiten.SetWindowTitle("Sprites (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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