ebiten/example/game/rects/rects.go
2013-10-11 22:20:36 +09:00

120 lines
3.7 KiB
Go

// Copyright 2013 Hajime Hoshi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
package rects
import (
"github.com/hajimehoshi/go.ebiten"
"github.com/hajimehoshi/go.ebiten/graphics"
"github.com/hajimehoshi/go.ebiten/graphics/matrix"
"image/color"
"math"
"math/rand"
"time"
)
type Rects struct {
rectTexture graphics.Texture
rectTextureInited bool
offscreen graphics.Texture
offscreenInited bool
rectBounds *graphics.Rect
rectColor *color.RGBA
}
func New() *Rects {
return &Rects{
rectTextureInited: false,
offscreenInited: false,
rectBounds: &graphics.Rect{},
rectColor: &color.RGBA{},
}
}
func (game *Rects) Init(tf graphics.TextureFactory) {
game.rectTexture = tf.NewTexture(16, 16)
game.offscreen = tf.NewTexture(256, 240)
}
func (game *Rects) Update(context ebiten.GameContext) {
game.rectBounds.X = rand.Intn(context.ScreenWidth())
game.rectBounds.Y = rand.Intn(context.ScreenHeight())
game.rectBounds.Width =
rand.Intn(context.ScreenWidth() - game.rectBounds.X)
game.rectBounds.Height =
rand.Intn(context.ScreenHeight() - game.rectBounds.Y)
game.rectColor.R = uint8(rand.Intn(256))
game.rectColor.G = uint8(rand.Intn(256))
game.rectColor.B = uint8(rand.Intn(256))
game.rectColor.A = uint8(rand.Intn(256))
}
func (game *Rects) rectGeometryMatrix() matrix.Geometry {
geometryMatrix := matrix.IdentityGeometry()
scaleX := float64(game.rectBounds.Width) /
float64(game.rectTexture.Width())
scaleY := float64(game.rectBounds.Height) /
float64(game.rectTexture.Height())
geometryMatrix.Scale(scaleX, scaleY)
geometryMatrix.Translate(
float64(game.rectBounds.X), float64(game.rectBounds.Y))
return geometryMatrix
}
func (game *Rects) rectColorMatrix() matrix.Color {
colorMatrix := matrix.IdentityColor()
colorMatrix.Elements[0][0] =
float64(game.rectColor.R) / float64(math.MaxUint8)
colorMatrix.Elements[1][1] =
float64(game.rectColor.G) / float64(math.MaxUint8)
colorMatrix.Elements[2][2] =
float64(game.rectColor.B) / float64(math.MaxUint8)
colorMatrix.Elements[3][3] =
float64(game.rectColor.A) / float64(math.MaxUint8)
return colorMatrix
}
func (game *Rects) Draw(g graphics.Context) {
if !game.rectTextureInited {
g.SetOffscreen(game.rectTexture.ID())
g.Fill(&color.White)
game.rectTextureInited = true
}
g.SetOffscreen(game.offscreen.ID())
if !game.offscreenInited {
g.Fill(&color.RGBA{0, 0, 0, 255})
game.offscreenInited = true
}
g.DrawTexture(game.rectTexture.ID(),
game.rectGeometryMatrix(),
game.rectColorMatrix())
g.SetOffscreen(g.Screen().ID())
g.DrawTexture(game.offscreen.ID(),
matrix.IdentityGeometry(),
matrix.IdentityColor())
}
func init() {
rand.Seed(time.Now().UnixNano())
}