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- // Copyright 2016 The Ebiten Authors
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
- package main
- import (
- "bytes"
- "fmt"
- "image"
- "image/color"
- _ "image/jpeg"
- "log"
- "math"
- "github.com/hajimehoshi/ebiten/v2"
- "github.com/hajimehoshi/ebiten/v2/ebitenutil"
- "github.com/hajimehoshi/ebiten/v2/examples/resources/images"
- )
- const (
- screenWidth = 640
- screenHeight = 480
- maxAngle = 256
- maxLean = 16
- )
- var (
- skyColor = color.RGBA{0x66, 0xcc, 0xff, 0xff}
- gophersImage *ebiten.Image
- repeatedGophersImage *ebiten.Image
- )
- func init() {
- // Decode an image from the image file's byte slice.
- img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
- if err != nil {
- log.Fatal(err)
- }
- gophersImage = ebiten.NewImageFromImage(img)
- const (
- xrepeat = 7
- yrepeat = 8
- )
- w, h := gophersImage.Bounds().Dx(), gophersImage.Bounds().Dy()
- repeatedGophersImage = ebiten.NewImage(w*xrepeat, h*yrepeat)
- for j := 0; j < yrepeat; j++ {
- for i := 0; i < xrepeat; i++ {
- op := &ebiten.DrawImageOptions{}
- op.GeoM.Translate(float64(w*i), float64(h*j))
- repeatedGophersImage.DrawImage(gophersImage, op)
- }
- }
- }
- // player represents the current airship's position.
- type player struct {
- // x16, y16 represents the position in XY plane in fixed float format.
- // The fractional part has 16 bits of precision.
- x16 int
- y16 int
- // angle represents the player's angle in XY plane.
- // angle takes an integer value in [0, maxAngle).
- angle int
- // lean represents the player's leaning.
- // lean takes an integer value in [-maxLean, maxLean].
- lean int
- }
- func round(x float64) float64 {
- return math.Floor(x + 0.5)
- }
- // MoveForward moves the player p forward.
- func (p *player) MoveForward() {
- w, h := gophersImage.Bounds().Dx(), gophersImage.Bounds().Dy()
- mx := w * 16
- my := h * 16
- s, c := math.Sincos(float64(p.angle) * 2 * math.Pi / maxAngle)
- p.x16 += int(round(16*c) * 2)
- p.y16 += int(round(16*s) * 2)
- for mx <= p.x16 {
- p.x16 -= mx
- }
- for my <= p.y16 {
- p.y16 -= my
- }
- for p.x16 < 0 {
- p.x16 += mx
- }
- for p.y16 < 0 {
- p.y16 += my
- }
- }
- // RotateRight rotates the player p in the right direction.
- func (p *player) RotateRight() {
- p.angle++
- if maxAngle <= p.angle {
- p.angle -= maxAngle
- }
- p.lean++
- if maxLean < p.lean {
- p.lean = maxLean
- }
- }
- // RotateLeft rotates the player p in the left direction.
- func (p *player) RotateLeft() {
- p.angle--
- if p.angle < 0 {
- p.angle += maxAngle
- }
- p.lean--
- if p.lean < -maxLean {
- p.lean = -maxLean
- }
- }
- // Stabilize tries to move the player in the stable position (lean).
- func (p *player) Stabilize() {
- if 0 < p.lean {
- p.lean--
- }
- if p.lean < 0 {
- p.lean++
- }
- }
- // Position returns the player p's position.
- func (p *player) Position() (int, int) {
- return p.x16, p.y16
- }
- // Angle returns the player p's angle.
- func (p *player) Angle() int {
- return p.angle
- }
- // updateGroundImage updates the ground image according to the current player's position.
- func (g *Game) updateGroundImage(ground *ebiten.Image) {
- ground.Clear()
- x16, y16 := g.player.Position()
- a := g.player.Angle()
- rw, rh := repeatedGophersImage.Bounds().Dx(), repeatedGophersImage.Bounds().Dy()
- gw, gh := ground.Bounds().Dx(), ground.Bounds().Dy()
- op := &ebiten.DrawImageOptions{}
- op.GeoM.Translate(float64(-x16)/16, float64(-y16)/16)
- op.GeoM.Translate(float64(-rw)/2, float64(-rh)/2)
- op.GeoM.Rotate(float64(-a)*2*math.Pi/maxAngle + math.Pi*3.0/2.0)
- op.GeoM.Translate(float64(gw)/2, float64(gh)/2)
- ground.DrawImage(repeatedGophersImage, op)
- }
- // drawGroundImage draws the ground image to the given screen image.
- func (g *Game) drawGroundImage(screen *ebiten.Image, ground *ebiten.Image) {
- g.perspectiveGroundImage.Clear()
- gw := ground.Bounds().Dx()
- pw, ph := g.perspectiveGroundImage.Bounds().Dx(), g.perspectiveGroundImage.Bounds().Dy()
- for j := 0; j < ph; j++ {
- // z is in [2, -1]
- rate := float64(j) / float64(ph)
- z := (1-rate)*2 + rate*-1
- // Avoid too small z, or the scale (1/z) can be too big.
- if z <= 0.1 {
- break
- }
- op := &ebiten.DrawImageOptions{}
- op.GeoM.Translate(-float64(pw)/2, 0)
- op.GeoM.Scale(1/z, 8) // 8 is an arbitrary number not to make empty lines.
- op.GeoM.Translate(float64(pw)/2, float64(j)/z)
- g.perspectiveGroundImage.DrawImage(ground.SubImage(image.Rect(0, j, gw, j+1)).(*ebiten.Image), op)
- }
- g.perspectiveGroundImage.DrawImage(g.fogImage, nil)
- op := &ebiten.DrawImageOptions{}
- op.GeoM.Translate(-float64(pw)/2, 0)
- op.GeoM.Rotate(-1 * float64(g.player.lean) / maxLean * math.Pi / 8)
- op.GeoM.Translate(float64(screenWidth)/2, screenHeight/3)
- screen.DrawImage(g.perspectiveGroundImage, op)
- }
- type Game struct {
- player *player
- groundImage *ebiten.Image
- perspectiveGroundImage *ebiten.Image
- fogImage *ebiten.Image
- }
- func NewGame() *Game {
- g := &Game{
- player: &player{
- x16: 16 * 100,
- y16: 16 * 200,
- angle: maxAngle * 3 / 4,
- },
- groundImage: ebiten.NewImage(screenWidth*3, screenHeight*2/3+200),
- perspectiveGroundImage: ebiten.NewImage(screenWidth*3, screenHeight),
- }
- const fogHeight = 16
- w := g.perspectiveGroundImage.Bounds().Dx()
- fogRGBA := image.NewRGBA(image.Rect(0, 0, w, fogHeight))
- for j := 0; j < fogHeight; j++ {
- a := uint32(float64(fogHeight-1-j) * 0xff / (fogHeight - 1))
- clr := skyColor
- r, g, b, oa := uint32(clr.R), uint32(clr.G), uint32(clr.B), uint32(clr.A)
- clr.R = uint8(r * a / oa)
- clr.G = uint8(g * a / oa)
- clr.B = uint8(b * a / oa)
- clr.A = uint8(a)
- for i := 0; i < w; i++ {
- fogRGBA.SetRGBA(i, j, clr)
- }
- }
- g.fogImage = ebiten.NewImageFromImage(fogRGBA)
- return g
- }
- func (g *Game) Update() error {
- // Manipulate the player by the input.
- if ebiten.IsKeyPressed(ebiten.KeySpace) {
- g.player.MoveForward()
- }
- rotated := false
- if ebiten.IsKeyPressed(ebiten.KeyArrowRight) {
- g.player.RotateRight()
- rotated = true
- }
- if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) {
- g.player.RotateLeft()
- rotated = true
- }
- if !rotated {
- g.player.Stabilize()
- }
- return nil
- }
- func (g *Game) Draw(screen *ebiten.Image) {
- // Draw the ground image.
- screen.Fill(skyColor)
- g.updateGroundImage(g.groundImage)
- g.drawGroundImage(screen, g.groundImage)
- // Draw the message.
- tutorial := "Space: Move forward\nLeft/Right: Rotate"
- msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f\n%s", ebiten.ActualTPS(), ebiten.ActualFPS(), tutorial)
- ebitenutil.DebugPrint(screen, msg)
- }
- func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
- return screenWidth, screenHeight
- }
- func main() {
- ebiten.SetWindowSize(screenWidth, screenHeight)
- ebiten.SetWindowTitle("Air Ship (Ebitengine Demo)")
- if err := ebiten.RunGame(NewGame()); err != nil {
- log.Fatal(err)
- }
- }
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