Пример #1
0
func loadTextures(eng sprite.Engine) []sprite.SubTex {
	a, err := asset.Open("placeholder-sprites.png")
	if err != nil {
		log.Fatal(err)
	}
	defer a.Close() // 処理が終わったらCloseする

	m, _, err := image.Decode(a)
	if err != nil {
		log.Fatal(err)
	}

	t, err := eng.LoadTexture(m)
	if err != nil {
		log.Fatal(err)
	}

	const n = 128
	return []sprite.SubTex{
		texGopher: sprite.SubTex{t, image.Rect(1+0, 0, n-1, n)},     //splite画像の一番左の青色のテクスチャを切り出す
		texGround: sprite.SubTex{t, image.Rect(1+n*2, 0, n*3-1, n)}, //splite画像の左からn-1番目のテクスチャを切り出す
		texEarth:  sprite.SubTex{t, image.Rect(1+n*5, 0, n*6-1, n)}, //splite画像の左からn-1番目のテクスチャを切り出す
	}

}
Пример #2
0
func (g *Game) Scene(eng sprite.Engine) *sprite.Node {
	texs := loadTextures(eng)

	scene := &sprite.Node{}
	eng.Register(scene)
	eng.SetTransform(scene, f32.Affine{
		{1, 0, 0},
		{0, 1, 0},
	})

	newNode := func(fn arrangerFunc) {
		n := &sprite.Node{Arranger: arrangerFunc(fn)}
		eng.Register(n)
		scene.AppendChild(n)
	}

	// The gopher.
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texGopher])
		eng.SetTransform(n, f32.Affine{
			{tileWidth, 0, 0},
			{0, tileHeight, 0},
		})
	})
	return scene
}
Пример #3
0
func loadTextures(eng sprite.Engine) []sprite.SubTex {
	a, err := asset.Open("sprite.png")
	if err != nil {
		log.Fatal(err)
	}
	defer a.Close()

	m, _, err := image.Decode(a)
	if err != nil {
		log.Fatal(err)
	}
	t, err := eng.LoadTexture(m)
	if err != nil {
		log.Fatal(err)
	}

	const n = 128
	return []sprite.SubTex{
		texGopherRun1:  sprite.SubTex{t, image.Rect(n*0, 0, n*1, n)},
		texGopherRun2:  sprite.SubTex{t, image.Rect(n*1, 0, n*2, n)},
		texGopherFlap1: sprite.SubTex{t, image.Rect(n*2, 0, n*3, n)},
		texGopherFlap2: sprite.SubTex{t, image.Rect(n*3, 0, n*4, n)},
		texGopherDead1: sprite.SubTex{t, image.Rect(n*4, 0, n*5, n)},
		texGopherDead2: sprite.SubTex{t, image.Rect(n*5, 0, n*6-1, n)},
		texGround1:     sprite.SubTex{t, image.Rect(n*6+1, 0, n*7-1, n)},
		texGround2:     sprite.SubTex{t, image.Rect(n*7+1, 0, n*8-1, n)},
		texGround3:     sprite.SubTex{t, image.Rect(n*8+1, 0, n*9-1, n)},
		texGround4:     sprite.SubTex{t, image.Rect(n*9+1, 0, n*10-1, n)},
		texEarth:       sprite.SubTex{t, image.Rect(n*10+1, 0, n*11-1, n)},
	}
}
Пример #4
0
func (l *Label) newTextTexture(eng sprite.Engine) sprite.SubTex {

	fg, bg := image.Black, image.White
	draw.Draw(l.rgba, l.rgba.Bounds(), bg, image.ZP, draw.Src)
	d := &sfont.Drawer{
		Dst: l.rgba,
		Src: fg,
		Face: truetype.NewFace(l.font, truetype.Options{
			Size:    l.fontSize,
			DPI:     72,
			Hinting: sfont.HintingFull,
		}),
	}

	spacing := 1.5
	dy := int(math.Ceil(l.fontSize * spacing))
	for i, s := range strings.Split(l.Text, "\n") {
		d.Dot = fixed.P(0, int(l.fontSize*0.8)+dy*i)
		d.DrawString(s)
	}

	t, err := eng.LoadTexture(l.rgba)
	if err != nil {
		log.Fatal(err)
	}

	return sprite.SubTex{t, l.rgba.Bounds()}
}
Пример #5
0
func loadTextures(eng sprite.Engine) map[string]sprite.SubTex {
	a, err := asset.Open("tx_letters.png")
	if err != nil {
		log.Fatal(err)
	}
	defer a.Close()

	img, _, err := image.Decode(a)
	if err != nil {
		log.Fatal(err)
	}
	t, err := eng.LoadTexture(img)
	if err != nil {
		log.Fatal(err)
	}

	return map[string]sprite.SubTex{
		":":     sprite.SubTex{t, image.Rect(0, 0, 200, 200)},
		"0":     sprite.SubTex{t, image.Rect(200, 0, 400, 200)},
		"1":     sprite.SubTex{t, image.Rect(400, 0, 600, 200)},
		"2":     sprite.SubTex{t, image.Rect(0, 200, 200, 400)},
		"3":     sprite.SubTex{t, image.Rect(200, 200, 400, 400)},
		"4":     sprite.SubTex{t, image.Rect(400, 200, 600, 400)},
		"5":     sprite.SubTex{t, image.Rect(0, 400, 200, 600)},
		"6":     sprite.SubTex{t, image.Rect(200, 400, 400, 600)},
		"7":     sprite.SubTex{t, image.Rect(400, 400, 600, 600)},
		"8":     sprite.SubTex{t, image.Rect(0, 600, 200, 800)},
		"9":     sprite.SubTex{t, image.Rect(200, 600, 400, 800)},
		"GO":    sprite.SubTex{t, image.Rect(0, 800, 600, 1000)},
		"gooon": sprite.SubTex{t, image.Rect(0, 1000, 600, 1200)},
	}
}
Пример #6
0
func loadTextures(eng sprite.Engine) []sprite.SubTex {
	a, err := asset.Open("sprite.png")
	if err != nil {
		log.Fatal(err)
	}
	defer a.Close()

	m, _, err := image.Decode(a)
	if err != nil {
		log.Fatal(err)
	}
	t, err := eng.LoadTexture(m)
	if err != nil {
		log.Fatal(err)
	}

	const n = 128
	// The +1's and -1's in the rectangles below are to prevent colors from
	// adjacent textures leaking into a given texture.
	// See: http://stackoverflow.com/questions/19611745/opengl-black-lines-in-between-tiles
	return []sprite.SubTex{
		texGopherRun1:  sprite.SubTex{t, image.Rect(n*0+1, 0, n*1-1, n)},
		texGopherRun2:  sprite.SubTex{t, image.Rect(n*1+1, 0, n*2-1, n)},
		texGopherFlap1: sprite.SubTex{t, image.Rect(n*2+1, 0, n*3-1, n)},
		texGopherFlap2: sprite.SubTex{t, image.Rect(n*3+1, 0, n*4-1, n)},
		texGopherDead1: sprite.SubTex{t, image.Rect(n*4+1, 0, n*5-1, n)},
		texGopherDead2: sprite.SubTex{t, image.Rect(n*5+1, 0, n*6-1, n)},
		texGround1:     sprite.SubTex{t, image.Rect(n*6+1, 0, n*7-1, n)},
		texGround2:     sprite.SubTex{t, image.Rect(n*7+1, 0, n*8-1, n)},
		texGround3:     sprite.SubTex{t, image.Rect(n*8+1, 0, n*9-1, n)},
		texGround4:     sprite.SubTex{t, image.Rect(n*9+1, 0, n*10-1, n)},
		texEarth:       sprite.SubTex{t, image.Rect(n*10+1, 0, n*11-1, n)},
	}
}
Пример #7
0
func (a *arrangerFunc) Arrange(e s.Engine, n *s.Node, t clock.Time) {
	sprite, _ := a.eng.sprites[n]
	frameTime := float32(t - a.eng.lastUpdate)
	updatePosition(sprite, frameTime)

	screenWidthScaler, screenHeightScaler := a.eng.GetScreenScalers()
	actualScaleX := screenWidthScaler * sprite.ScaleX
	actualScaleY := screenHeightScaler * sprite.ScaleY
	actualPositionX := screenWidthScaler * sprite.X
	actualPositionY := screenHeightScaler * sprite.Y

	e.SetSubTex(n, *sprite.GetCurrentFrame().Texture)

	r := sprite.Rotation * math.Pi / 180
	matrix := f32.Affine{
		{1, 0, 0},
		{0, 1, 0},
	}

	matrix.Translate(&matrix, actualPositionX, actualPositionY)
	//matrix.Translate(&matrix, sprite.X, sprite.Y)
	matrix.Rotate(&matrix, r)
	matrix.Scale(&matrix, actualScaleX, actualScaleY)
	e.SetTransform(n, matrix)

	a.eng.lastUpdate = t
}
Пример #8
0
func loadTextures(eng sprite.Engine) []sprite.SubTex {
	a, err := asset.Open("assets.png")
	if err != nil {
		log.Fatal(err)
	}
	defer a.Close()

	m, _, err := image.Decode(a)
	if err != nil {
		log.Fatal(err)
	}
	t, err := eng.LoadTexture(m)
	if err != nil {
		log.Fatal(err)
	}

	const n = 128
	// The +1's and -1's in the rectangles below are to prevent colors from
	// adjacent textures leaking into a given texture.
	// See: http://stackoverflow.com/questions/19611745/opengl-black-lines-in-between-tiles
	return []sprite.SubTex{
		texCtrl:         {T: t, R: image.Rect(0, 0, 320, 320)},
		texStick:        {T: t, R: image.Rect(320, 0, 440, 120)},
		texBot:          {T: t, R: image.Rect(0, 320, 300, 610)},
		texProxSmGrey:   {T: t, R: image.Rect(300, 320, 300+50, 320+15)},
		texProxSmGreen:  {T: t, R: image.Rect(300, 320+15, 300+50, 320+30)},
		texProxSmOrange: {T: t, R: image.Rect(300, 320+30, 300+50, 320+45)},
		texProxSmRed:    {T: t, R: image.Rect(300, 320+45, 300+50, 320+60)},
		texProxMdGrey:   {T: t, R: image.Rect(300, 320+60, 300+78, 320+80)},
		texProxMdOrange: {T: t, R: image.Rect(300, 320+80, 300+78, 320+100)},
		texProxMdRed:    {T: t, R: image.Rect(300, 320+100, 300+78, 320+120)},
		texProxLgGrey:   {T: t, R: image.Rect(300, 320+120, 300+110, 320+147)},
		texProxLgRed:    {T: t, R: image.Rect(300, 320+147, 300+110, 320+174)},
	}
}
Пример #9
0
// Moves s to a new position and size
func (s *StaticImg) Move(newXY, newDimensions *coords.Vec, eng sprite.Engine) {
	eng.SetTransform(s.node, f32.Affine{
		{newDimensions.X, 0, newXY.X},
		{0, newDimensions.Y, newXY.Y},
	})
	s.current = newXY
	s.dimensions = newDimensions
}
Пример #10
0
// Moves c to a new position and size
func (c *Card) Move(newXY, newDimensions *coords.Vec, eng sprite.Engine) {
	eng.SetTransform(c.node, f32.Affine{
		{newDimensions.X, 0, newXY.X},
		{0, newDimensions.Y, newXY.Y},
	})
	c.current = newXY
	c.dimensions = newDimensions
}
Пример #11
0
func (c *Card) Move(eng sprite.Engine, newX float32, newY float32) {
	eng.SetTransform(c.node, f32.Affine{
		{c.width, 0, newX},
		{0, c.height, newY},
	})
	c.x = newX
	c.y = newY
}
Пример #12
0
func (t *TextTexture) Create(eng sprite.Engine, text string) (sprite.SubTex, error) {
	draw.Draw(t.rgba, t.rgba.Bounds(), t.bg, image.ZP, draw.Src)
	d := &sfont.Drawer{
		Dst:  t.rgba,
		Src:  t.fg,
		Face: t.Face,
	}

	dy := int(math.Ceil(t.Face.Size * t.Spacing))
	for i, s := range strings.Split(text, "\n") {
		d.Dot = fixed.P(0, int(t.Face.Size*0.8)+dy*i)
		d.DrawString(s)
	}

	tex, err := eng.LoadTexture(t.rgba)
	if err != nil {
		return sprite.SubTex{}, err
	}

	return sprite.SubTex{tex, t.rgba.Bounds()}, nil
}
Пример #13
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func loadScene(eng sprite.Engine, ts map[string]sprite.SubTex) *sprite.Node {
	root := &sprite.Node{}
	eng.Register(root)
	eng.SetTransform(root, f32.Affine{
		{1, 0, 0},
		{0, 1, 0},
	})

	n := &sprite.Node{}
	eng.Register(n)
	root.AppendChild(n)
	eng.SetTransform(n, f32.Affine{
		{200, 0, 0},
		{0, 200, 0},
	})
	n.Arranger = arrangerFunc(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		s := fmt.Sprintf("%02d", int(t))
		eng.SetSubTex(n, ts[s[0:1]])
	})

	return root
}
Пример #14
0
func loadTextures(eng sprite.Engine) []sprite.SubTex {
	a, err := asset.Open("koha1.jpg")
	if err != nil {
		log.Fatal(err)
	}
	defer a.Close()

	m, _, err := image.Decode(a)
	if err != nil {
		log.Fatal(err)
	}

	t, err := eng.LoadTexture(m)
	if err != nil {
		log.Fatal(err)
	}

	log.Printf("%#v", m.Bounds())

	x, y := t.Bounds()
	return []sprite.SubTex{
		texGopher: sprite.SubTex{t, image.Rect(0, 0, x, y)},
	}
}
Пример #15
0
func (g *Game) Scene(eng sprite.Engine) *sprite.Node {
	texs := loadTextures(eng)

	scene = &sprite.Node{} // sceneのルートノードを生成
	eng.Register(scene)    // Engineオブジェクトにルートノードを登録
	// ルートの初期位置やスケールを設定する
	eng.SetTransform(scene, f32.Affine{
		{1, 0, 0},
		{0, 1, 0},
	})

	newNode := func(fn arrangerFunc) {
		n := &sprite.Node{Arranger: arrangerFunc(fn)}
		eng.Register(n)
		scene.AppendChild(n)
	}

	// The ground.
	// 地面を描画するメソッド
	for i := range g.groundY {
		i := i
		// 地表の描画
		newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
			eng.SetSubTex(n, texs[texGround]) //texGroundのテクスチャを使う
			eng.SetTransform(n, f32.Affine{
				{tileWidth, 0, float32(i)*tileWidth - g.scroll.x},
				{0, tileHeight, g.groundY[i]}, //地面を描画する
			})
		})
		// 地中の描画
		newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
			eng.SetSubTex(n, texs[texEarth])
			eng.SetTransform(n, f32.Affine{
				{tileWidth, 0, float32(i) * tileWidth},
				{0, tileHeight * tilesY, g.groundY[i] + tileHeight},
			})
		})
	}

	// The gopher.
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texGopher])
		eng.SetTransform(n, f32.Affine{
			{tileWidth, 0, tileWidth * gopherTile},
			{0, tileHeight, g.gopher.y},
		})
	})

	return scene
}
Пример #16
0
// Shows the back of c
func (c *Card) SetBackDisplay(eng sprite.Engine) {
	eng.SetSubTex(c.node, c.back)
}
Пример #17
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// Shows the front of c
func (c *Card) SetFrontDisplay(eng sprite.Engine) {
	eng.SetSubTex(c.node, c.image)
}
Пример #18
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// Loads all images for the app
func LoadTextures(eng sprite.Engine) map[string]sprite.SubTex {
	allTexs := make(map[string]sprite.SubTex)
	boundedImgs := []string{"Clubs-2.png", "Clubs-3.png", "Clubs-4.png", "Clubs-5.png", "Clubs-6.png", "Clubs-7.png", "Clubs-8.png",
		"Clubs-9.png", "Clubs-10.png", "Clubs-Jack.png", "Clubs-Queen.png", "Clubs-King.png", "Clubs-Ace.png",
		"Diamonds-2.png", "Diamonds-3.png", "Diamonds-4.png", "Diamonds-5.png", "Diamonds-6.png", "Diamonds-7.png", "Diamonds-8.png",
		"Diamonds-9.png", "Diamonds-10.png", "Diamonds-Jack.png", "Diamonds-Queen.png", "Diamonds-King.png", "Diamonds-Ace.png",
		"Spades-2.png", "Spades-3.png", "Spades-4.png", "Spades-5.png", "Spades-6.png", "Spades-7.png", "Spades-8.png",
		"Spades-9.png", "Spades-10.png", "Spades-Jack.png", "Spades-Queen.png", "Spades-King.png", "Spades-Ace.png",
		"Hearts-2.png", "Hearts-3.png", "Hearts-4.png", "Hearts-5.png", "Hearts-6.png", "Hearts-7.png", "Hearts-8.png",
		"Hearts-9.png", "Hearts-10.png", "Hearts-Jack.png", "Hearts-Queen.png", "Hearts-King.png", "Hearts-Ace.png", "BakuSquare.png",
	}
	unboundedImgs := []string{"Club.png", "Diamond.png", "Spade.png", "Heart.png", "gray.jpeg", "blue.png", "trickDrop.png",
		"trickDropBlue.png", "player0.jpeg", "player1.jpeg", "player2.jpeg", "player3.jpeg", "laptopIcon.png", "watchIcon.png",
		"phoneIcon.png", "tabletIcon.png", "A-Upper.png", "B-Upper.png", "C-Upper.png", "D-Upper.png", "E-Upper.png", "F-Upper.png",
		"G-Upper.png", "H-Upper.png", "I-Upper.png", "J-Upper.png", "K-Upper.png", "L-Upper.png", "M-Upper.png", "N-Upper.png",
		"O-Upper.png", "P-Upper.png", "Q-Upper.png", "R-Upper.png", "S-Upper.png", "T-Upper.png", "U-Upper.png", "V-Upper.png",
		"W-Upper.png", "X-Upper.png", "Y-Upper.png", "Z-Upper.png", "A-Lower.png", "B-Lower.png", "C-Lower.png", "D-Lower.png",
		"E-Lower.png", "F-Lower.png", "G-Lower.png", "H-Lower.png", "I-Lower.png", "J-Lower.png", "K-Lower.png", "L-Lower.png",
		"M-Lower.png", "N-Lower.png", "O-Lower.png", "P-Lower.png", "Q-Lower.png", "R-Lower.png", "S-Lower.png", "T-Lower.png",
		"U-Lower.png", "V-Lower.png", "W-Lower.png", "X-Lower.png", "Y-Lower.png", "Z-Lower.png", "Space.png", "Colon.png", "Bang.png",
		"Apostrophe.png", "1.png", "2.png", "3.png", "4.png", "5.png", "6.png", "7.png", "8.png", "9.png", "0.png", "1-Red.png",
		"2-Red.png", "3-Red.png", "4-Red.png", "5-Red.png", "6-Red.png", "7-Red.png", "8-Red.png", "9-Red.png", "0-Red.png",
		"1-DBlue.png", "2-DBlue.png", "3-DBlue.png", "4-DBlue.png", "5-DBlue.png", "6-DBlue.png", "7-DBlue.png", "8-DBlue.png",
		"9-DBlue.png", "0-DBlue.png", "A-Upper-DBlue.png", "B-Upper-DBlue.png",
		"C-Upper-DBlue.png", "D-Upper-DBlue.png", "E-Upper-DBlue.png", "F-Upper-DBlue.png", "G-Upper-DBlue.png", "H-Upper-DBlue.png",
		"I-Upper-DBlue.png", "J-Upper-DBlue.png", "K-Upper-DBlue.png", "L-Upper-DBlue.png", "M-Upper-DBlue.png", "N-Upper-DBlue.png",
		"O-Upper-DBlue.png", "P-Upper-DBlue.png", "Q-Upper-DBlue.png", "R-Upper-DBlue.png", "S-Upper-DBlue.png", "T-Upper-DBlue.png",
		"U-Upper-DBlue.png", "V-Upper-DBlue.png", "W-Upper-DBlue.png", "X-Upper-DBlue.png", "Y-Upper-DBlue.png", "Z-Upper-DBlue.png",
		"A-Lower-DBlue.png", "B-Lower-DBlue.png", "C-Lower-DBlue.png", "D-Lower-DBlue.png", "E-Lower-DBlue.png", "F-Lower-DBlue.png",
		"G-Lower-DBlue.png", "H-Lower-DBlue.png", "I-Lower-DBlue.png", "J-Lower-DBlue.png", "K-Lower-DBlue.png", "L-Lower-DBlue.png",
		"M-Lower-DBlue.png", "N-Lower-DBlue.png", "O-Lower-DBlue.png", "P-Lower-DBlue.png", "Q-Lower-DBlue.png", "R-Lower-DBlue.png",
		"S-Lower-DBlue.png", "T-Lower-DBlue.png", "U-Lower-DBlue.png", "V-Lower-DBlue.png", "W-Lower-DBlue.png", "X-Lower-DBlue.png",
		"Y-Lower-DBlue.png", "Z-Lower-DBlue.png", "Apostrophe-DBlue.png", "Space-DBlue.png", "A-Upper-LBlue.png", "B-Upper-LBlue.png",
		"C-Upper-LBlue.png", "D-Upper-LBlue.png", "E-Upper-LBlue.png", "F-Upper-LBlue.png", "G-Upper-LBlue.png", "H-Upper-LBlue.png",
		"I-Upper-LBlue.png", "J-Upper-LBlue.png", "K-Upper-LBlue.png", "L-Upper-LBlue.png", "M-Upper-LBlue.png", "N-Upper-LBlue.png",
		"O-Upper-LBlue.png", "P-Upper-LBlue.png", "Q-Upper-LBlue.png", "R-Upper-LBlue.png", "S-Upper-LBlue.png", "T-Upper-LBlue.png",
		"U-Upper-LBlue.png", "V-Upper-LBlue.png", "W-Upper-LBlue.png", "X-Upper-LBlue.png", "Y-Upper-LBlue.png", "Z-Upper-LBlue.png",
		"A-Lower-LBlue.png", "B-Lower-LBlue.png", "C-Lower-LBlue.png", "D-Lower-LBlue.png", "E-Lower-LBlue.png", "F-Lower-LBlue.png",
		"G-Lower-LBlue.png", "H-Lower-LBlue.png", "I-Lower-LBlue.png", "J-Lower-LBlue.png", "K-Lower-LBlue.png", "L-Lower-LBlue.png",
		"M-Lower-LBlue.png", "N-Lower-LBlue.png", "O-Lower-LBlue.png", "P-Lower-LBlue.png", "Q-Lower-LBlue.png", "R-Lower-LBlue.png",
		"S-Lower-LBlue.png", "T-Lower-LBlue.png", "U-Lower-LBlue.png", "V-Lower-LBlue.png", "W-Lower-LBlue.png", "X-Lower-LBlue.png",
		"Y-Lower-LBlue.png", "Z-Lower-LBlue.png", "A-Upper-Gray.png", "B-Upper-Gray.png", "C-Upper-Gray.png", "D-Upper-Gray.png",
		"E-Upper-Gray.png", "F-Upper-Gray.png", "G-Upper-Gray.png", "H-Upper-Gray.png", "I-Upper-Gray.png", "J-Upper-Gray.png",
		"K-Upper-Gray.png", "L-Upper-Gray.png", "M-Upper-Gray.png", "N-Upper-Gray.png", "O-Upper-Gray.png", "P-Upper-Gray.png",
		"Q-Upper-Gray.png", "R-Upper-Gray.png", "S-Upper-Gray.png", "T-Upper-Gray.png", "U-Upper-Gray.png", "V-Upper-Gray.png",
		"W-Upper-Gray.png", "X-Upper-Gray.png", "Y-Upper-Gray.png", "Z-Upper-Gray.png", "A-Lower-Gray.png", "B-Lower-Gray.png",
		"C-Lower-Gray.png", "D-Lower-Gray.png", "E-Lower-Gray.png", "F-Lower-Gray.png", "G-Lower-Gray.png", "H-Lower-Gray.png",
		"I-Lower-Gray.png", "J-Lower-Gray.png", "K-Lower-Gray.png", "L-Lower-Gray.png", "M-Lower-Gray.png", "N-Lower-Gray.png",
		"O-Lower-Gray.png", "P-Lower-Gray.png", "Q-Lower-Gray.png", "R-Lower-Gray.png", "S-Lower-Gray.png", "T-Lower-Gray.png",
		"U-Lower-Gray.png", "V-Lower-Gray.png", "W-Lower-Gray.png", "X-Lower-Gray.png", "Y-Lower-Gray.png", "Z-Lower-Gray.png",
		"Space-Gray.png", "RoundedRectangle-DBlue.png", "RoundedRectangle-LBlue.png", "RoundedRectangle-Gray.png", "Rectangle-LBlue.png",
		"Rectangle-DBlue.png", "HorizontalPullTab.png", "VerticalPullTab.png", "NewGamePressed.png", "NewGameUnpressed.png",
		"NewRoundPressed.png", "NewRoundUnpressed.png", "JoinGamePressed.png", "JoinGameUnpressed.png", "Period.png",
		"SitSpotPressed.png", "SitSpotUnpressed.png", "WatchSpotPressed.png", "WatchSpotUnpressed.png", "StartBlue.png", "StartGray.png",
		"StartBluePressed.png", "Restart.png", "Visibility.png", "VisibilityOff.png", "QuitPressed.png", "QuitUnpressed.png",
		"PassPressed.png", "PassUnpressed.png", "RightArrowBlue.png", "LeftArrowBlue.png", "AcrossArrowBlue.png", "RightArrowGray.png",
		"LeftArrowGray.png", "AcrossArrowGray.png", "TakeTrickTableUnpressed.png", "TakeTrickTablePressed.png", "TakeTrickHandPressed.png",
		"TakeTrickHandUnpressed.png", "android.png", "cat.png", "man.png", "woman.png", "TakeUnpressed.png", "TakePressed.png",
		"UnplayedBorder1.png", "UnplayedBorder2.png", "RejoinPressed.png", "RejoinUnpressed.png",
	}
	for _, f := range boundedImgs {
		a, err := asset.Open(f)
		if err != nil {
			log.Fatal(err)
		}

		img, _, err := image.Decode(a)
		if err != nil {
			log.Fatal(err)
		}
		t, err := eng.LoadTexture(img)
		if err != nil {
			log.Fatal(err)
		}
		imgWidth, imgHeight := t.Bounds()
		allTexs[f] = sprite.SubTex{t, image.Rect(0, 0, imgWidth, imgHeight)}
		a.Close()
	}
	for _, f := range unboundedImgs {
		a, err := asset.Open(f)
		if err != nil {
			log.Fatal(err)
		}

		img, _, err := image.Decode(a)
		if err != nil {
			log.Fatal(err)
		}
		t, err := eng.LoadTexture(img)
		if err != nil {
			log.Fatal(err)
		}
		imgWidth, imgHeight := t.Bounds()
		allTexs[f] = sprite.SubTex{t, image.Rect(1, 1, imgWidth-1, imgHeight-1)}
		a.Close()
	}
	return allTexs
}
Пример #19
0
func (g *Game) Scene(eng sprite.Engine) *sprite.Node {
	texs := loadTextures(eng)

	scene := &sprite.Node{}
	eng.Register(scene)
	eng.SetTransform(scene, f32.Affine{
		{1, 0, 0},
		{0, 1, 0},
	})

	newNode := func(fn arrangerFunc) {
		n := &sprite.Node{Arranger: arrangerFunc(fn)}
		eng.Register(n)
		scene.AppendChild(n)
	}

	// The ground.
	for i := range g.groundY {
		i := i
		// The top of the ground.
		newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
			eng.SetSubTex(n, texs[g.groundTex[i]])
			eng.SetTransform(n, f32.Affine{
				{tileWidth, 0, float32(i)*tileWidth - g.scroll.x},
				{0, tileHeight, g.groundY[i]},
			})
		})
		// The earth beneath.
		newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
			eng.SetSubTex(n, texs[texEarth])
			eng.SetTransform(n, f32.Affine{
				{tileWidth, 0, float32(i)*tileWidth - g.scroll.x},
				{0, tileHeight * tilesY, g.groundY[i] + tileHeight},
			})
		})
	}

	// The gopher.
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		a := f32.Affine{
			{tileWidth * 2, 0, tileWidth*(gopherTile-1) + tileWidth/8},
			{0, tileHeight * 2, g.gopher.y - tileHeight + tileHeight/4},
		}
		var x int
		switch {
		case g.gopher.dead:
			x = frame(t, 16, texGopherDead1, texGopherDead2)
			animateDeadGopher(&a, t-g.gopher.deadTime)
		case g.gopher.v < 0:
			x = frame(t, 4, texGopherFlap1, texGopherFlap2)
		case g.gopher.atRest:
			x = frame(t, 4, texGopherRun1, texGopherRun2)
		default:
			x = frame(t, 8, texGopherRun1, texGopherRun2)
		}
		eng.SetSubTex(n, texs[x])
		eng.SetTransform(n, a)
	})

	return scene
}
Пример #20
0
// Scene creates and returns a new app scene.
func (a *App) Scene(eng sprite.Engine, sz size.Event) *sprite.Node {
	texs := loadTextures(eng)
	scene := &sprite.Node{}
	eng.Register(scene)
	eng.SetTransform(scene, f32.Affine{
		{1, 0, 0},
		{0, 1, 0},
	})

	newNode := func(fn arrangerFunc) {
		n := &sprite.Node{Arranger: arrangerFunc(fn)}
		eng.Register(n)
		scene.AppendChild(n)
	}

	// Controller boundaries.
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texCtrl])
		eng.SetTransform(n, f32.Affine{
			{ctrlSize, 0, a.ctrl.x},
			{0, ctrlSize, a.ctrl.y},
		})
	})

	// Controller stick.
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texStick])
		eng.SetTransform(n, f32.Affine{
			{ctrlStickSize, 0, a.stick.x},
			{0, ctrlStickSize, a.stick.y},
		})
	})

	// Bot.
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texBot])
		eng.SetTransform(n, f32.Affine{
			{botSize, 0, a.bot.x},
			{0, botSize, a.bot.y},
		})
	})

	// Proximity small.
	const (
		smSizeW = 15
		smSizeH = 5
	)
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texProxSmGrey+a.bot.front.sm])
		eng.SetTransform(n, f32.Affine{
			{smSizeW, 0, a.bot.x + botSize/2 - smSizeW/2},
			{0, smSizeH, a.bot.y - 2*smSizeH},
		})
	})
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texProxSmGrey+a.bot.rear.sm])
		eng.SetTransform(n, f32.Affine{
			{smSizeW, 0, a.bot.x + botSize/2 - smSizeW/2},
			{0, -smSizeH, a.bot.y + botSize + 2*smSizeH},
		})
	})

	// Proximity medium.
	const (
		mdSizeW = 25
		mdSizeH = 7
	)
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texProxMdGrey+a.bot.front.md])
		eng.SetTransform(n, f32.Affine{
			{mdSizeW, 0, a.bot.x + botSize/2 - mdSizeW/2},
			{0, mdSizeH, a.bot.y - 3*mdSizeH},
		})
	})
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texProxMdGrey+a.bot.rear.md])
		eng.SetTransform(n, f32.Affine{
			{mdSizeW, 0, a.bot.x + botSize/2 - mdSizeW/2},
			{0, -mdSizeH, a.bot.y + botSize + 3*mdSizeH},
		})
	})

	// Proximity large
	const (
		lgSizeW = 35
		lgSizeH = 10
	)
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texProxLgGrey+a.bot.front.lg])
		eng.SetTransform(n, f32.Affine{
			{lgSizeW, 0, a.bot.x + botSize/2 - lgSizeW/2},
			{0, lgSizeH, a.bot.y - 3.2*lgSizeH},
		})
	})
	newNode(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
		eng.SetSubTex(n, texs[texProxLgGrey+a.bot.rear.lg])
		eng.SetTransform(n, f32.Affine{
			{lgSizeW, 0, a.bot.x + botSize/2 - lgSizeW/2},
			{0, -lgSizeH, a.bot.y + botSize + 3.2*lgSizeH},
		})
	})

	return scene
}