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kageviewer/game.go

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/*
Copyright © 2024 Thomas von Dein
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package main
import (
"fmt"
"image"
_ "image/png"
"log/slog"
"os"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Game struct {
Conf *Config
Images []*ebiten.Image
Shader *ebiten.Shader
Ticks int
Slider float64
Flag int
}
func LoadImage(name string) (*ebiten.Image, error) {
fd, err := os.Open(name)
if err != nil {
return nil, err
}
defer fd.Close()
img, _, err := image.Decode(fd)
if err != nil {
return nil, fmt.Errorf("failed to load image %s: %s", name, err)
}
return ebiten.NewImageFromImage(img), nil
}
func (game *Game) Init() error {
for _, image := range game.Conf.Image {
slog.Debug("Loading images", "image", image)
img, err := LoadImage(image)
if err != nil {
return err
}
game.Images = append(game.Images, img)
}
data, err := os.ReadFile(game.Conf.Shader)
if err != nil {
return fmt.Errorf("failed to load shader %s: %s", game.Conf.Shader, err)
}
shader, err := ebiten.NewShader(data)
if err != nil {
return fmt.Errorf("failed to create new shader %s: %s", game.Conf.Shader, err)
}
game.Shader = shader
return nil
}
func (g *Game) CheckInput() bool {
pressed := false
switch {
case inpututil.IsMouseButtonJustPressed(ebiten.MouseButton0):
fallthrough
case inpututil.IsKeyJustPressed(ebiten.KeySpace):
g.Toggle()
pressed = true
case inpututil.IsKeyJustPressed(ebiten.KeyUp):
g.Up()
pressed = true
case inpututil.IsKeyJustPressed(ebiten.KeyDown):
g.Down()
pressed = true
case inpututil.IsKeyJustPressed(ebiten.KeyQ):
os.Exit(0)
}
return pressed
}
func (g *Game) Toggle() {
g.Flag = 1 - g.Flag
}
func (g *Game) Up() {
g.Slider += 0.1
if g.Slider > 1.0 {
g.Slider = 1.0
}
}
func (g *Game) Down() {
g.Slider -= 0.1
if g.Slider < 0 {
g.Slider = 0.0
}
}
func (game *Game) Update() error {
if game.CheckInput() {
slog.Debug("Key pressed", "Slider", game.Slider, "Flag", game.Flag)
}
game.Ticks++
return nil
}
func (game *Game) Draw(screen *ebiten.Image) {
op := &ebiten.DrawRectShaderOptions{}
mousex, mousey := ebiten.CursorPosition()
op.Uniforms = map[string]any{
game.Conf.Flag: game.Flag,
game.Conf.Slider: game.Slider,
game.Conf.Ticks: float64(game.Ticks) / 60,
game.Conf.Mouse: []float64{float64(mousex), float64(mousey)},
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}
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copy(op.Images[:3], game.Images)
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op.GeoM.Translate(float64(game.Conf.X), float64(game.Conf.Y))
screen.DrawRectShader(game.Conf.Width, game.Conf.Height, game.Shader, op)
}
func (game *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return game.Conf.Width, game.Conf.Height
}