blob: a9f2fe85a0455c2619bc5a2bc5369e1a3a20717f [file] [log] [blame]
// Copyright 2014 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// An app that demonstrates the sprite package.
//
// Note: This demo is an early preview of Go 1.5. In order to build this
// program as an Android APK using the gomobile tool.
//
// See http://godoc.org/golang.org/x/mobile/cmd/gomobile to install gomobile.
//
// Get the sprite example and use gomobile to build or install it on your device.
//
// $ go get -d golang.org/x/mobile/example/sprite
// $ gomobile build golang.org/x/mobile/example/sprite # will build an APK
//
// # plug your Android device to your computer or start an Android emulator.
// # if you have adb installed on your machine, use gomobile install to
// # build and deploy the APK to an Android target.
// $ gomobile install golang.org/x/mobile/example/sprite
//
// Switch to your device or emulator to start the Basic application from
// the launcher.
// You can also run the application on your desktop by running the command
// below. (Note: It currently doesn't work on Windows.)
// $ go install golang.org/x/mobile/example/sprite && sprite
package main
import (
"image"
"log"
"math"
"time"
_ "image/jpeg"
"golang.org/x/mobile/app"
"golang.org/x/mobile/asset"
"golang.org/x/mobile/event/config"
"golang.org/x/mobile/exp/app/debug"
"golang.org/x/mobile/exp/f32"
"golang.org/x/mobile/exp/sprite"
"golang.org/x/mobile/exp/sprite/clock"
"golang.org/x/mobile/exp/sprite/glsprite"
"golang.org/x/mobile/gl"
)
var (
startTime = time.Now()
eng = glsprite.Engine()
scene *sprite.Node
)
func main() {
app.Run(app.Callbacks{
Draw: onDraw,
})
}
func onDraw(c config.Event) {
if scene == nil {
loadScene()
}
gl.ClearColor(1, 1, 1, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
now := clock.Time(time.Since(startTime) * 60 / time.Second)
eng.Render(scene, now, c)
debug.DrawFPS(c)
}
func newNode() *sprite.Node {
n := &sprite.Node{}
eng.Register(n)
scene.AppendChild(n)
return n
}
func loadScene() {
texs := loadTextures()
scene = &sprite.Node{}
eng.Register(scene)
eng.SetTransform(scene, f32.Affine{
{1, 0, 0},
{0, 1, 0},
})
var n *sprite.Node
n = newNode()
eng.SetSubTex(n, texs[texBooks])
eng.SetTransform(n, f32.Affine{
{36, 0, 0},
{0, 36, 0},
})
n = newNode()
eng.SetSubTex(n, texs[texFire])
eng.SetTransform(n, f32.Affine{
{72, 0, 144},
{0, 72, 144},
})
n = newNode()
n.Arranger = arrangerFunc(func(eng sprite.Engine, n *sprite.Node, t clock.Time) {
// TODO: use a tweening library instead of manually arranging.
t0 := uint32(t) % 120
if t0 < 60 {
eng.SetSubTex(n, texs[texGopherR])
} else {
eng.SetSubTex(n, texs[texGopherL])
}
u := float32(t0) / 120
u = (1 - f32.Cos(u*2*math.Pi)) / 2
tx := 18 + u*48
ty := 36 + u*108
sx := 36 + u*36
sy := 36 + u*36
eng.SetTransform(n, f32.Affine{
{sx, 0, tx},
{0, sy, ty},
})
})
}
const (
texBooks = iota
texFire
texGopherR
texGopherL
)
func loadTextures() []sprite.SubTex {
a, err := asset.Open("waza-gophers.jpeg")
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 []sprite.SubTex{
texBooks: sprite.SubTex{t, image.Rect(4, 71, 132, 182)},
texFire: sprite.SubTex{t, image.Rect(330, 56, 440, 155)},
texGopherR: sprite.SubTex{t, image.Rect(152, 10, 152+140, 10+90)},
texGopherL: sprite.SubTex{t, image.Rect(162, 120, 162+140, 120+90)},
}
}
type arrangerFunc func(e sprite.Engine, n *sprite.Node, t clock.Time)
func (a arrangerFunc) Arrange(e sprite.Engine, n *sprite.Node, t clock.Time) { a(e, n, t) }