Incorporating flask element.

This commit is contained in:
2025-12-06 15:26:25 -05:00
parent a15c89d769
commit 45b286b66e
6 changed files with 298 additions and 4 deletions

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@@ -0,0 +1,157 @@
package elements
import (
"fluids/fluid"
"fluids/gamedata"
"fluids/resources"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
)
const (
RoundedBottomFlaskWidth = 32 //pixels
RoundedBottomFlaskHeight = 32 //pixels
RoundedBottomFlaskFluidRadius = 9 //pixels: represents spherical portion of the flask where fluid will be contained
RoundedBottomFlaskFluidOriginX = 16 //pixels: x origin of fluid area
RoundedBottomFlaskFluidOriginY = 20 //pixels: y origin of fluid area
RoundedBottomFlaskFluidWidth = 0.5 //meters
RoundedBottomFlaskFluidHeight = 0.5 //meters
RoundedBottomFlaskFluidResolution = 20
)
type RoundedBottomFlask struct {
MappedEntityBase
fluid *fluid.Fluid //our physical representation of the fluid
fluidbuff *ebiten.Image //predraw for the fluid
fluidcellbuff *ebiten.Image //persistent fluid sprite, we redraw this everywhere we want to represent fluid
flaskbase *ebiten.Image //flask background (container)
flaskhighlight *ebiten.Image //flask foreground (glassware highlights)
fieldscale gamedata.Vector //used for transforming from fluid-space to sprite-space
angle float64
//fluid color business
fluidcolor color.RGBA //premultiplied fluid color, as set by external sources
fluidcolorF []float32 //for caching of individual color values, we compute rarely
}
func NewRoundedBottomFlask() *RoundedBottomFlask {
flask := &RoundedBottomFlask{
fluidbuff: ebiten.NewImage(RoundedBottomFlaskFluidRadius*2, RoundedBottomFlaskFluidRadius*2),
fluidcellbuff: ebiten.NewImage(1, 1),
flaskbase: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskBase]),
flaskhighlight: ebiten.NewImageFromImage(resources.ImageBank[resources.RoundedBottomFlaskHighlights]),
angle: 0,
fluidcolorF: make([]float32, 4), //one field each for R,G,B,A
}
flask.Initialize()
return flask
}
func (flask *RoundedBottomFlask) Initialize() {
//prepare our internal data
flask.dimensions = gamedata.Vector{
X: RoundedBottomFlaskWidth,
Y: RoundedBottomFlaskHeight,
}
flask.Sprite = ebiten.NewImage(RoundedBottomFlaskWidth, RoundedBottomFlaskHeight)
flask.fluidcellbuff.Fill(color.White)
//prepare and initialize the fluid
fluiddimensions := fluid.FieldVector{
X: RoundedBottomFlaskFluidWidth,
Y: RoundedBottomFlaskFluidHeight,
}
flask.fluid = fluid.NewFluid(fluiddimensions, RoundedBottomFlaskFluidHeight/RoundedBottomFlaskFluidResolution)
flask.fluid.Initialize()
flask.fluid.Block = false //rounded flask, not a rect volume
//compute fieldscale using newly created fluid
flask.fieldscale = gamedata.Vector{
X: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Nx-1),
Y: RoundedBottomFlaskFluidRadius * 2 / float64(flask.fluid.Field.Ny-1),
}
//setup default fluid color
flask.SetFluidColor(color.RGBA{R: 0x0, G: 0x0, B: 0xff, A: 0xff})
}
func (flask *RoundedBottomFlask) Update() {
if flask.paused {
return
}
flask.fluid.Step()
}
func (flask *RoundedBottomFlask) Draw() {
flask.Sprite.Clear()
//render flask background
flask.Sprite.DrawImage(flask.flaskbase, nil)
//render fluid
flask.RenderFluid()
//render flask foreground
flask.Sprite.DrawImage(flask.flaskhighlight, nil)
}
func (flask *RoundedBottomFlask) SetAngle(angle float64) {
flask.angle = angle
flask.fluid.SetAngle(float32(flask.angle))
}
func (flask *RoundedBottomFlask) GetAngle() float64 {
return flask.angle
}
func (flask *RoundedBottomFlask) RenderFluid() {
flask.fluidbuff.Clear()
//construct fluid buffer from fluid simulation
for i := range flask.fluid.Field.Nx {
for j := range flask.fluid.Field.Ny {
idx := i*flask.fluid.Field.Ny + j
if flask.fluid.Field.CellType[idx] != fluid.CellTypeFluid {
continue
}
celldensity := flask.fluid.ParticleDensity[idx] / flask.fluid.ParticleRestDensity
/*if celldensity > 0.8 {
celldensity = 1
}*/
ox := float64(i) * flask.fieldscale.X
oy := float64(j) * flask.fieldscale.Y
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-.5, -.5)
op.GeoM.Scale(flask.fieldscale.X, flask.fieldscale.Y)
op.GeoM.Translate(ox, oy)
op.ColorScale.ScaleAlpha(celldensity)
op.ColorScale.Scale(flask.fluidcolorF[0], flask.fluidcolorF[1], flask.fluidcolorF[2], flask.fluidcolorF[3])
// op.ColorM.Scale(0, 0, 1, 1)
//flask.Sprite.DrawImage(flask.fluidcellbuff, op)
flask.fluidbuff.DrawImage(flask.fluidcellbuff, op)
}
}
//transform buffer for our flask space
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-RoundedBottomFlaskFluidRadius, -RoundedBottomFlaskFluidRadius)
op.GeoM.Scale(1, -1)
op.GeoM.Translate(RoundedBottomFlaskFluidOriginX, RoundedBottomFlaskFluidOriginY)
flask.Sprite.DrawImage(flask.fluidbuff, op)
}
func (flask *RoundedBottomFlask) SetFluidColor(c color.RGBA) {
flask.fluidcolor = c
flask.fluidcolorF[0] = float32(flask.fluidcolor.R) / float32(flask.fluidcolor.A)
flask.fluidcolorF[1] = float32(flask.fluidcolor.G) / float32(flask.fluidcolor.A)
flask.fluidcolorF[2] = float32(flask.fluidcolor.B) / float32(flask.fluidcolor.A)
flask.fluidcolorF[3] = float32(flask.fluidcolor.A) / 0xff
}

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@@ -4,6 +4,7 @@ import (
"fluids/elements" "fluids/elements"
"fluids/gamedata" "fluids/gamedata"
"fmt" "fmt"
"image/color"
"math" "math"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
@@ -16,6 +17,7 @@ const (
GameHeight = 360 GameHeight = 360
GameFSDW = 200 GameFSDW = 200
GameFSDH = 100 GameFSDH = 100
GameSims = 3 //number of total sims
) )
type Game struct { type Game struct {
@@ -28,6 +30,7 @@ type Game struct {
fluidsimd *elements.FluidSimD fluidsimd *elements.FluidSimD
fluidsim10 []*elements.FluidSim10 fluidsim10 []*elements.FluidSim10
alertbox *elements.Alert alertbox *elements.Alert
flask *elements.RoundedBottomFlask
//cache elements //cache elements
fluidsim10width float64 fluidsim10width float64
@@ -37,6 +40,11 @@ type Game struct {
fluidsim10angle float64 //purely for debugging fluidsim10angle float64 //purely for debugging
mdown bool mdown bool
mdx, mdy int mdx, mdy int
mdangle float64 //angle at mousedown
mfangle float64 //last flask angle
//colors
flaskcolor color.RGBA
} }
func NewGame() *Game { func NewGame() *Game {
@@ -45,6 +53,7 @@ func NewGame() *Game {
fluidsimidx: 0, fluidsimidx: 0,
alertbox: elements.NewAlert(), alertbox: elements.NewAlert(),
fluidsimd: elements.NewFluidSimD(), fluidsimd: elements.NewFluidSimD(),
flask: elements.NewRoundedBottomFlask(),
//fluidsim10: elements.NewFluidSim10(gamedata.Vector{X: GameFSDW, Y: GameFSDH}), //fluidsim10: elements.NewFluidSim10(gamedata.Vector{X: GameFSDW, Y: GameFSDH}),
//fluidsimgpt: elements.NewFlipFluidEntity(640, 480, 2, 1, 100), //fluidsimgpt: elements.NewFlipFluidEntity(640, 480, 2, 1, 100),
@@ -66,6 +75,8 @@ func (g *Game) Update() error {
case 1: case 1:
//g.fluidsimgpt.Update() //g.fluidsimgpt.Update()
g.UpdateFluidsim10() g.UpdateFluidsim10()
case 2:
g.UpdateFlask()
default: default:
break break
} }
@@ -90,6 +101,8 @@ func (g *Game) Draw(screen *ebiten.Image) {
g.RenderFluidSimD(screen) g.RenderFluidSimD(screen)
case 1: case 1:
g.RenderFluidSim10(screen) g.RenderFluidSim10(screen)
case 2:
g.RenderFlask(screen)
default: default:
break break
} }
@@ -144,8 +157,9 @@ func (g *Game) ParseInputs() {
case 0: case 0:
g.ManageFluidSimDInputs() g.ManageFluidSimDInputs()
case 1: case 1:
//g.ManageFluidSimGPTInputs()
g.ManageFluidSim10Inputs() g.ManageFluidSim10Inputs()
case 2:
g.ManageFlaskInputs()
default: default:
break break
} }
@@ -159,13 +173,13 @@ func (g *Game) ParseInputs() {
//swap fluid simulations //swap fluid simulations
if inpututil.IsKeyJustPressed(ebiten.KeyPageUp) { if inpututil.IsKeyJustPressed(ebiten.KeyPageUp) {
g.fluidsimidx = (g.fluidsimidx + 1) % 2 g.fluidsimidx = (g.fluidsimidx + 1) % GameSims
} }
if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) { if inpututil.IsKeyJustPressed(ebiten.KeyPageDown) {
g.fluidsimidx = g.fluidsimidx - 1 g.fluidsimidx = g.fluidsimidx - 1
if g.fluidsimidx < 0 { if g.fluidsimidx < 0 {
g.fluidsimidx = 1 g.fluidsimidx = GameSims - 1
} }
} }
@@ -250,9 +264,9 @@ func (g *Game) ManageFluidSim10Inputs() {
func (g *Game) Initialize() { func (g *Game) Initialize() {
//10MP Fluid Simulation Initialization
g.fluidsim10 = append(g.fluidsim10, elements.NewFluidSim10()) g.fluidsim10 = append(g.fluidsim10, elements.NewFluidSim10())
g.fluidsim10 = append(g.fluidsim10, elements.NewFluidSim10()) g.fluidsim10 = append(g.fluidsim10, elements.NewFluidSim10())
//g.fluidsim10 = append(g.fluidsim10, elements.NewFluidSim10())
g.fluidsim10width = float64(g.fluidsim10[0].GetSprite().Bounds().Dx()) g.fluidsim10width = float64(g.fluidsim10[0].GetSprite().Bounds().Dx())
g.fluidsim10height = float64(g.fluidsim10[0].GetSprite().Bounds().Dy()) g.fluidsim10height = float64(g.fluidsim10[0].GetSprite().Bounds().Dy())
@@ -268,4 +282,81 @@ func (g *Game) Initialize() {
sim.SetPosition(pos) sim.SetPosition(pos)
} }
//Flask Initialization
pos := gamedata.Vector{
X: GameWidth / 2,
Y: GameHeight / 2,
}
g.flask.SetPosition(pos)
g.flaskcolor = color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff}
g.flask.SetFluidColor(g.flaskcolor)
}
func (g *Game) ManageFlaskInputs() {
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
g.flask.Initialize()
g.mfangle = 0
g.flask.SetAngle(g.mfangle)
g.flask.SetFluidColor(g.flaskcolor)
}
if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
//angle at mouse down is the zero angle
g.mdown = true
g.mdx, g.mdy = ebiten.CursorPosition()
dx := float64(g.mdx) - g.flask.GetPosition().X
dy := float64(g.mdy) - g.flask.GetPosition().Y
g.mdangle = math.Atan2(dy, dx)
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
if g.mdown {
mx, my := ebiten.CursorPosition()
dx := float64(mx) - g.flask.GetPosition().X
dy := float64(my) - g.flask.GetPosition().Y
angle := math.Atan2(dy, dx)
g.flask.SetAngle(g.mfangle + (angle - g.mdangle))
}
}
if inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft) {
g.mdown = false
mx, my := ebiten.CursorPosition()
dx := float64(mx) - g.flask.GetPosition().X
dy := float64(my) - g.flask.GetPosition().Y
angle := math.Atan2(dy, dx)
g.mfangle = g.mfangle + (angle - g.mdangle)
}
}
func (g *Game) UpdateFlask() {
g.flask.Update()
}
func (g *Game) RenderFlask(img *ebiten.Image) {
g.flask.Draw()
angle := g.flask.GetAngle()
dim := g.flask.GetDimensions()
// //TODO: use flask position for rendering, not screen
pos := g.flask.GetPosition()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-dim.X/2, -dim.Y/2)
op.GeoM.Rotate(angle)
op.GeoM.Scale(2, 2)
op.GeoM.Translate(pos.X, pos.Y)
img.DrawImage(g.flask.GetSprite(), op)
} }

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@@ -2,6 +2,7 @@ package main
import ( import (
"fluids/game" "fluids/game"
"fluids/resources"
"fmt" "fmt"
"log" "log"
@@ -16,6 +17,10 @@ const (
func main() { func main() {
fmt.Println("fluid experiments") fmt.Println("fluid experiments")
//preload assets
resources.LoadImages()
//initialize new game instance
g := game.NewGame() g := game.NewGame()
ebiten.SetWindowTitle("fluids") ebiten.SetWindowTitle("fluids")

41
resources/images.go Normal file
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@@ -0,0 +1,41 @@
package resources
import (
"bytes"
"image"
"log"
_ "embed"
"github.com/hajimehoshi/ebiten/v2"
)
type ImageName string
const (
RoundedBottomFlaskBase ImageName = "RoundedBottomFlaskBase"
RoundedBottomFlaskHighlights ImageName = "RoundedBottomFlaskHighlights"
)
var (
ImageBank map[ImageName]*ebiten.Image
//go:embed rounded_bottom_flask_base.png
rounded_bottom_flask_base []byte
//go:embed rounded_bottom_flask_highlights.png
rounded_bottom_flask_highlitsh []byte
)
func LoadImages() {
ImageBank = make(map[ImageName]*ebiten.Image)
ImageBank[RoundedBottomFlaskBase] = LoadImagesFatal(rounded_bottom_flask_base)
ImageBank[RoundedBottomFlaskHighlights] = LoadImagesFatal(rounded_bottom_flask_highlitsh)
}
func LoadImagesFatal(b []byte) *ebiten.Image {
img, _, err := image.Decode(bytes.NewReader(b))
if err != nil {
log.Fatal(err)
}
return ebiten.NewImageFromImage(img)
}

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