本文整理汇总了Golang中golang.org/x/mobile/exp/sprite.Engine类的典型用法代码示例。如果您正苦于以下问题:Golang Engine类的具体用法?Golang Engine怎么用?Golang Engine使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Engine类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: loadTextures
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
}
}
示例2: Scene
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
}
示例3: loadTextures
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)},
}
}
示例4: newTextTexture
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()}
}
示例5: loadTextures
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)},
}
}
示例6: loadTextures
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)},
}
}
示例7: Arrange
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
}
示例8: loadTextures
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)},
}
}
示例9: Move
// 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
}
示例10: Move
// 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
}
示例11: Move
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
}
示例12: Create
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
}
示例13: loadScene
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
}
示例14: loadTextures
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)},
}
}
示例15: Scene
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
}