sprite在游戏中我们常见的角色信息、面板UI都可以定义为sprite,翻译中文就是游戏中的精灵,也是前端游戏开发中需要掌握的知识点。
代码如下:
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)
}
}
通过矿建函数Draw()绘制所有精灵,并显示出来,代码如下
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)
}
增减精灵的数量,代码如下:
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
}
以上是Ebiten引擎的实例代码,代码不难,很简单;如果有不懂的可以留言。
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