mirror of
https://github.com/hajimehoshi/ebiten.git
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155 lines
3.5 KiB
Go
155 lines
3.5 KiB
Go
package rects
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import (
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"github.com/hajimehoshi/go-ebiten/graphics"
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"github.com/hajimehoshi/go-ebiten/graphics/matrix"
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"github.com/hajimehoshi/go-ebiten/ui"
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"image/color"
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"math"
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"math/rand"
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"time"
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)
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type Rects struct {
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rectTextureId graphics.RenderTargetId
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rectTextureInited bool
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offscreenId graphics.RenderTargetId
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offscreenInited bool
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rectBounds *graphics.Rect
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rectColor *color.RGBA
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screenSizeUpdatedCh chan ui.ScreenSizeUpdatedEvent
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screenWidth int
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screenHeight int
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}
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const (
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rectTextureWidth = 16
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rectTextureHeight = 16
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offscreenWidth = 256
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offscreenHeight = 240
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)
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func New() *Rects {
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return &Rects{
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rectTextureInited: false,
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offscreenInited: false,
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rectBounds: &graphics.Rect{},
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rectColor: &color.RGBA{},
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screenSizeUpdatedCh: make(chan ui.ScreenSizeUpdatedEvent),
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}
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}
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func (game *Rects) OnScreenSizeUpdated(e ui.ScreenSizeUpdatedEvent) {
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go func() {
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e := e
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game.screenSizeUpdatedCh <- e
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}()
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}
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func (game *Rects) InitTextures(tf graphics.TextureFactory) {
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var err error
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game.rectTextureId, err = tf.CreateRenderTarget("rect", rectTextureWidth, rectTextureHeight)
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if err != nil {
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panic(err)
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}
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game.offscreenId, err = tf.CreateRenderTarget("offscreen", offscreenWidth, offscreenHeight)
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if err != nil {
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panic(err)
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}
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}
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func min(a, b int) int {
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if a < b {
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return a
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}
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return b
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}
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func abs(a int) int {
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if a < 0 {
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return -a
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}
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return a
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}
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func (game *Rects) Update() {
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events:
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for {
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select {
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case e := <-game.screenSizeUpdatedCh:
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game.screenWidth, game.screenHeight = e.Width, e.Height
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default:
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break events
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}
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}
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if game.screenWidth == 0 || game.screenHeight == 0 {
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return
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}
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x1 := rand.Intn(game.screenWidth)
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x2 := rand.Intn(game.screenWidth)
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y1 := rand.Intn(game.screenHeight)
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y2 := rand.Intn(game.screenHeight)
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game.rectBounds.X = min(x1, x2)
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game.rectBounds.Y = min(y1, y2)
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game.rectBounds.Width = abs(x1 - x2)
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game.rectBounds.Height = abs(y1 - y2)
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game.rectColor.R = uint8(rand.Intn(math.MaxUint8))
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game.rectColor.G = uint8(rand.Intn(math.MaxUint8))
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game.rectColor.B = uint8(rand.Intn(math.MaxUint8))
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game.rectColor.A = uint8(rand.Intn(math.MaxUint8))
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}
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func (game *Rects) rectGeometryMatrix() matrix.Geometry {
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geometryMatrix := matrix.IdentityGeometry()
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scaleX := float64(game.rectBounds.Width) /
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float64(rectTextureWidth)
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scaleY := float64(game.rectBounds.Height) /
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float64(rectTextureHeight)
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geometryMatrix.Scale(scaleX, scaleY)
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geometryMatrix.Translate(
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float64(game.rectBounds.X), float64(game.rectBounds.Y))
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return geometryMatrix
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}
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func (game *Rects) rectColorMatrix() matrix.Color {
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colorMatrix := matrix.IdentityColor()
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colorMatrix.Elements[0][0] =
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float64(game.rectColor.R) / float64(math.MaxUint8)
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colorMatrix.Elements[1][1] =
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float64(game.rectColor.G) / float64(math.MaxUint8)
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colorMatrix.Elements[2][2] =
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float64(game.rectColor.B) / float64(math.MaxUint8)
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colorMatrix.Elements[3][3] =
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float64(game.rectColor.A) / float64(math.MaxUint8)
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return colorMatrix
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}
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func (game *Rects) Draw(g graphics.Canvas) {
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if !game.rectTextureInited {
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g.SetOffscreen(game.rectTextureId)
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g.Fill(255, 255, 255)
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game.rectTextureInited = true
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}
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g.SetOffscreen(game.offscreenId)
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if !game.offscreenInited {
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g.Fill(0, 0, 0)
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game.offscreenInited = true
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}
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g.DrawRenderTarget(game.rectTextureId,
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game.rectGeometryMatrix(),
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game.rectColorMatrix())
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g.ResetOffscreen()
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g.DrawRenderTarget(game.offscreenId,
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matrix.IdentityGeometry(),
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matrix.IdentityColor())
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}
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func init() {
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rand.Seed(time.Now().UnixNano())
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}
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