ebiten/example/game/monochrome/monochrome.go
2013-12-03 23:24:34 +09:00

130 lines
2.7 KiB
Go

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