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			214 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
			
		
		
	
	
			214 lines
		
	
	
		
			5.0 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
| // Copyright 2018 The Ebiten Authors
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| //
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| // Licensed under the Apache License, Version 2.0 (the "License");
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| // you may not use this file except in compliance with the License.
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| // You may obtain a copy of the License at
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| //
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| //     http://www.apache.org/licenses/LICENSE-2.0
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| //
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| // Unless required by applicable law or agreed to in writing, software
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| // distributed under the License is distributed on an "AS IS" BASIS,
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| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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| // See the License for the specific language governing permissions and
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| // limitations under the License.
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| 
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| // +build example jsgo
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| 
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| package main
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| 
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| import (
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| 	"bytes"
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| 	"errors"
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| 	"fmt"
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| 	"image"
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| 	_ "image/png"
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| 	"log"
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| 	"math"
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| 	"math/rand"
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| 
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| 	"github.com/hajimehoshi/ebiten/v2"
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| 	"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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| 	"github.com/hajimehoshi/ebiten/v2/examples/resources/images"
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| 	"github.com/hajimehoshi/ebiten/v2/inpututil"
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| )
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| 
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| const (
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| 	screenWidth  = 1920
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| 	screenHeight = 1080
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| 	maxAngle     = 256
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| )
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| 
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| var (
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| 	ebitenImage *ebiten.Image
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| )
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| 
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| func init() {
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| 	// Decode image from a byte slice instead of a file so that
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| 	// this example works in any working directory.
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| 	// If you want to use a file, there are some options:
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| 	// 1) Use os.Open and pass the file to the image decoder.
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| 	//    This is a very regular way, but doesn't work on browsers.
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| 	// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
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| 	//    This works even on browsers.
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| 	// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
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| 	//    This also works on browsers.
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| 	img, _, err := image.Decode(bytes.NewReader(images.Ebiten_png))
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| 	if err != nil {
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| 		log.Fatal(err)
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| 	}
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| 	origEbitenImage := ebiten.NewImageFromImage(img)
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| 
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| 	w, h := origEbitenImage.Size()
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| 	ebitenImage = ebiten.NewImage(w, h)
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| 
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| 	op := &ebiten.DrawImageOptions{}
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| 	op.ColorM.Scale(1, 1, 1, 0.5)
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| 	ebitenImage.DrawImage(origEbitenImage, op)
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| }
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| 
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| type Sprite struct {
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| 	imageWidth  int
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| 	imageHeight int
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| 	x           int
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| 	y           int
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| 	vx          int
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| 	vy          int
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| 	angle       int
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| }
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| 
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| func (s *Sprite) Update() {
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| 	s.x += s.vx
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| 	s.y += s.vy
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| 	if s.x < 0 {
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| 		s.x = -s.x
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| 		s.vx = -s.vx
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| 	} else if screenWidth <= s.x+s.imageWidth {
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| 		s.x = 2*(screenWidth-s.imageWidth) - s.x
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| 		s.vx = -s.vx
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| 	}
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| 	if s.y < 0 {
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| 		s.y = -s.y
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| 		s.vy = -s.vy
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| 	} else if screenHeight <= s.y+s.imageHeight {
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| 		s.y = 2*(screenHeight-s.imageHeight) - s.y
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| 		s.vy = -s.vy
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| 	}
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| 	s.angle++
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| 	s.angle %= maxAngle
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| }
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| 
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| type Sprites struct {
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| 	sprites []*Sprite
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| 	num     int
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| }
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| 
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| func (s *Sprites) Update() {
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| 	for _, sprite := range s.sprites {
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| 		sprite.Update()
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| 	}
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| }
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| 
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| const (
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| 	MinSprites = 0
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| 	MaxSprites = 50000
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| )
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| 
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| type Game struct {
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| 	sprites Sprites
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| 	op      ebiten.DrawImageOptions
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| 	inited  bool
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| }
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| 
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| func (g *Game) init() {
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| 	defer func() {
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| 		g.inited = true
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| 	}()
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| 
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| 	g.sprites.sprites = make([]*Sprite, MaxSprites)
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| 	g.sprites.num = 500
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| 	for i := range g.sprites.sprites {
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| 		w, h := ebitenImage.Size()
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| 		x, y := rand.Intn(screenWidth-w), rand.Intn(screenHeight-h)
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| 		vx, vy := 2*rand.Intn(2)-1, 2*rand.Intn(2)-1
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| 		a := rand.Intn(maxAngle)
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| 		g.sprites.sprites[i] = &Sprite{
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| 			imageWidth:  w,
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| 			imageHeight: h,
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| 			x:           x,
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| 			y:           y,
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| 			vx:          vx,
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| 			vy:          vy,
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| 			angle:       a,
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| 		}
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| 	}
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| }
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| 
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| var regularTermination = errors.New("regular termination")
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| 
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| func (g *Game) Update() error {
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| 	if !g.inited {
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| 		g.init()
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| 	}
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| 
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| 	if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
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| 		return regularTermination
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| 	}
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| 
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| 	// Decrease the number of the sprites.
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| 	if ebiten.IsKeyPressed(ebiten.KeyLeft) {
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| 		g.sprites.num -= 20
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| 		if g.sprites.num < MinSprites {
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| 			g.sprites.num = MinSprites
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| 		}
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| 	}
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| 
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| 	// Increase the number of the sprites.
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| 	if ebiten.IsKeyPressed(ebiten.KeyRight) {
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| 		g.sprites.num += 20
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| 		if MaxSprites < g.sprites.num {
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| 			g.sprites.num = MaxSprites
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| 		}
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| 	}
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| 
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| 	g.sprites.Update()
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| 	return nil
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| }
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| 
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| func (g *Game) Draw(screen *ebiten.Image) {
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| 	// Draw each sprite.
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| 	// DrawImage can be called many many times, but in the implementation,
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| 	// the actual draw call to GPU is very few since these calls satisfy
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| 	// some conditions e.g. all the rendering sources and targets are same.
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| 	// For more detail, see:
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| 	// https://pkg.go.dev/github.com/hajimehoshi/ebiten/v2#Image.DrawImage
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| 	w, h := ebitenImage.Size()
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| 	for i := 0; i < g.sprites.num; i++ {
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| 		s := g.sprites.sprites[i]
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| 		g.op.GeoM.Reset()
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| 		g.op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
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| 		g.op.GeoM.Rotate(2 * math.Pi * float64(s.angle) / maxAngle)
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| 		g.op.GeoM.Translate(float64(w)/2, float64(h)/2)
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| 		g.op.GeoM.Translate(float64(s.x), float64(s.y))
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| 		screen.DrawImage(ebitenImage, &g.op)
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| 	}
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| 	msg := fmt.Sprintf(`TPS: %0.2f
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| FPS: %0.2f
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| Num of sprites: %d
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| Press <- or -> to change the number of sprites
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| Press Q to quit`, ebiten.CurrentTPS(), ebiten.CurrentFPS(), g.sprites.num)
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| 	ebitenutil.DebugPrint(screen, msg)
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| }
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| 
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| func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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| 	return screenWidth, screenHeight
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| }
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| 
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| func main() {
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| 	ebiten.SetFullscreen(true)
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| 	ebiten.SetWindowSize(screenWidth, screenHeight)
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| 	ebiten.SetWindowTitle("Sprites HD (Ebiten Demo)")
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| 	if err := ebiten.RunGame(&Game{}); err != nil && err != regularTermination {
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| 		log.Fatal(err)
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| 	}
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| }
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