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- // Copyright 2015 Hajime Hoshi
- //
- // 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/png"
- "log"
- "math"
- "math/rand/v2"
- "github.com/hajimehoshi/ebiten/v2"
- "github.com/hajimehoshi/ebiten/v2/ebitenutil"
- "github.com/hajimehoshi/ebiten/v2/examples/resources/images"
- )
- const (
- screenWidth = 320
- screenHeight = 240
- maxAngle = 256
- )
- var (
- ebitenImage *ebiten.Image
- )
- func init() {
- // Decode an image from the image file's byte slice.
- img, _, err := image.Decode(bytes.NewReader(images.Ebiten_png))
- if err != nil {
- log.Fatal(err)
- }
- origEbitenImage := ebiten.NewImageFromImage(img)
- s := origEbitenImage.Bounds().Size()
- ebitenImage = ebiten.NewImage(s.X, s.Y)
- op := &ebiten.DrawImageOptions{}
- op.ColorScale.ScaleAlpha(0.5)
- ebitenImage.DrawImage(origEbitenImage, op)
- }
- type Sprite struct {
- imageWidth int
- imageHeight int
- x int
- y int
- vx int
- vy int
- angle int
- }
- func (s *Sprite) Update() {
- s.x += s.vx
- s.y += s.vy
- if s.x < 0 {
- s.x = -s.x
- s.vx = -s.vx
- } else if mx := screenWidth - s.imageWidth; mx <= s.x {
- s.x = 2*mx - s.x
- s.vx = -s.vx
- }
- if s.y < 0 {
- s.y = -s.y
- s.vy = -s.vy
- } else if my := screenHeight - s.imageHeight; my <= s.y {
- s.y = 2*my - s.y
- s.vy = -s.vy
- }
- s.angle++
- if s.angle == maxAngle {
- s.angle = 0
- }
- }
- type Sprites struct {
- sprites []*Sprite
- num int
- }
- func (s *Sprites) Update() {
- for i := 0; i < s.num; i++ {
- s.sprites[i].Update()
- }
- }
- const (
- MinSprites = 0
- MaxSprites = 50000
- )
- type Game struct {
- touchIDs []ebiten.TouchID
- sprites Sprites
- op ebiten.DrawImageOptions
- inited bool
- }
- func (g *Game) init() {
- defer func() {
- g.inited = true
- }()
- g.sprites.sprites = make([]*Sprite, MaxSprites)
- g.sprites.num = 500
- for i := range g.sprites.sprites {
- w, h := ebitenImage.Bounds().Dx(), ebitenImage.Bounds().Dy()
- x, y := rand.IntN(screenWidth-w), rand.IntN(screenHeight-h)
- vx, vy := 2*rand.IntN(2)-1, 2*rand.IntN(2)-1
- a := rand.IntN(maxAngle)
- g.sprites.sprites[i] = &Sprite{
- imageWidth: w,
- imageHeight: h,
- x: x,
- y: y,
- vx: vx,
- vy: vy,
- angle: a,
- }
- }
- }
- func (g *Game) leftTouched() bool {
- for _, id := range g.touchIDs {
- x, _ := ebiten.TouchPosition(id)
- if x < screenWidth/2 {
- return true
- }
- }
- return false
- }
- func (g *Game) rightTouched() bool {
- for _, id := range g.touchIDs {
- x, _ := ebiten.TouchPosition(id)
- if x >= screenWidth/2 {
- return true
- }
- }
- return false
- }
- func (g *Game) Update() error {
- if !g.inited {
- g.init()
- }
- g.touchIDs = ebiten.AppendTouchIDs(g.touchIDs[:0])
- // Decrease the number of the sprites.
- if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || g.leftTouched() {
- g.sprites.num -= 20
- if g.sprites.num < MinSprites {
- g.sprites.num = MinSprites
- }
- }
- // Increase the number of the sprites.
- if ebiten.IsKeyPressed(ebiten.KeyArrowRight) || g.rightTouched() {
- g.sprites.num += 20
- if MaxSprites < g.sprites.num {
- g.sprites.num = MaxSprites
- }
- }
- g.sprites.Update()
- return nil
- }
- func (g *Game) Draw(screen *ebiten.Image) {
- // Draw each sprite.
- // DrawImage can be called many many times, but in the implementation,
- // the actual draw call to GPU is very few since these calls satisfy
- // some conditions e.g. all the rendering sources and targets are same.
- // For more detail, see:
- // https://pkg.go.dev/github.com/hajimehoshi/ebiten/v2#Image.DrawImage
- w, h := ebitenImage.Bounds().Dx(), ebitenImage.Bounds().Dy()
- for i := 0; i < g.sprites.num; i++ {
- s := g.sprites.sprites[i]
- g.op.GeoM.Reset()
- g.op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
- g.op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle)
- g.op.GeoM.Translate(float64(w)/2, float64(h)/2)
- g.op.GeoM.Translate(float64(s.x), float64(s.y))
- screen.DrawImage(ebitenImage, &g.op)
- }
- msg := fmt.Sprintf(`TPS: %0.2f
- FPS: %0.2f
- Num of sprites: %d
- Press <- or -> to change the number of sprites`, ebiten.ActualTPS(), ebiten.ActualFPS(), g.sprites.num)
- ebitenutil.DebugPrint(screen, msg)
- }
- func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
- return screenWidth, screenHeight
- }
- func main() {
- ebiten.SetWindowSize(screenWidth*2, screenHeight*2)
- ebiten.SetWindowTitle("Sprites (Ebitengine Demo)")
- ebiten.SetWindowResizable(true)
- if err := ebiten.RunGame(&Game{}); err != nil {
- log.Fatal(err)
- }
- }
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