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社区首页 >专栏 >Golang语言情怀--第133期 Go语言Ebiten引擎全栈游戏开发:第4节:sprites实例分析

Golang语言情怀--第133期 Go语言Ebiten引擎全栈游戏开发:第4节:sprites实例分析

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李海彬
发布2024-11-08 18:11:23
发布2024-11-08 18:11:23
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文章被收录于专栏:Golang语言社区Golang语言社区
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sprites实例分析

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:

代码语言:javascript
代码运行次数:0
复制
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)
    }
}

核心代码分析

通过矿建函数Draw()绘制所有精灵,并显示出来,代码如下

代码语言:javascript
代码运行次数:0
复制
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:

代码语言:javascript
代码运行次数:0
复制
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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参考资料:

Go语言中文文档

http://www.golang.ltd/

Golang语言情怀

ID:wwwGolangLtd

www.Golang.Ltd

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  • sprites实例分析
  • 核心代码分析
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