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groovy/examples/splashmenu/scenes/bsoft.go

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package splashmenu
import (
"bytes"
"cosmos/diego/groovy"
_ "embed"
"image"
"image/color"
_ "image/jpeg"
_ "image/png"
"log"
"math"
"math/rand"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
const (
magicRatio = 12
maxGlitchOffset = 25
minGlitchInterval = 60
maxGlitchTimeOffset = 15
//in seconds
fadeTimer = 1.0
fadeOffset = 2.0
)
var (
//go:embed assets/bsoft.png
mImage_png []byte
imgDimensions = groovy.Area{Width: 827, Height: 628}
//go:embed assets/title.png
bImage_png []byte
titlePosition = groovy.Area{Width: 580, Height: 490}
imgToBlur *ebiten.Image
bImage *ebiten.Image
glitchTimer uint
)
func init() {
// Decode an image from the image file's byte slice.
img, _, err := image.Decode(bytes.NewReader(mImage_png))
if err != nil {
log.Fatal(err)
}
imgToBlur = ebiten.NewImageFromImage(img)
// Decode an image from the image file's byte slice.
img, _, err = image.Decode(bytes.NewReader(bImage_png))
if err != nil {
log.Fatal(err)
}
bImage = ebiten.NewImageFromImage(img)
glitchTimer = 15
}
type Fader struct {
Curtain *ebiten.Image
counter int
timer float32
offset float32
alpha float32
fps float32
}
func NewFader(x, y int, t, offset float32) Fader {
f := Fader{
Curtain: ebiten.NewImage(x, y),
timer: t,
counter: 0,
alpha: 0.0,
fps: 60,
offset: offset,
}
f.Curtain.Fill(color.RGBA{0x00, 0x00, 0x00, 0xFF})
return f
}
func (f *Fader) Update() {
f.counter++
f.alpha = (float32(f.counter) - (f.offset * f.fps)) / (f.timer * f.fps)
if f.alpha < 0 {
f.alpha = 0
}
}
func (f *Fader) Draw(img *ebiten.Image) {
op := &ebiten.DrawImageOptions{}
op.ColorScale.Scale(1, 1, 1, f.alpha)
img.DrawImage(f.Curtain, op)
}
func (f *Fader) IsComplete() bool {
return f.alpha > 1.0
}
type Bsoft struct {
Dimensions groovy.Area
events map[groovy.SceneEvent]func()
bgcolor color.RGBA
increment int
renderTarget *ebiten.Image
mosaicRatio uint
countDown uint
curtain Fader
}
func NewBsoft() Bsoft {
return Bsoft{
bgcolor: backgroundBaseColor,
events: make(map[groovy.SceneEvent]func()),
mosaicRatio: 16,
increment: 0,
}
}
func (b *Bsoft) Update() error {
b.increment++
var keysPressed []ebiten.Key
keysPressed = inpututil.AppendPressedKeys(keysPressed[:0])
for _, k := range keysPressed {
switch k {
case ebiten.KeyUp:
b.mosaicRatio = b.mosaicRatio + 1
case ebiten.KeyDown:
if b.mosaicRatio > 1 {
b.mosaicRatio = b.mosaicRatio - 1
}
case ebiten.KeyQ:
if b.events[groovy.COMPLETED] != nil {
b.events[groovy.COMPLETED]()
}
default:
}
}
if b.curtain.IsComplete() {
if b.events[groovy.COMPLETED] != nil {
b.events[groovy.COMPLETED]()
b.curtain.Clear()
}
}
b.curtain.Update()
return nil
}
func (f *Fader) Clear() {
f.alpha = 0 //reset fader
f.counter = 0
}
func (b *Bsoft) Draw(screen *ebiten.Image) {
b.DrawGlitchLogo(screen)
b.DrawGlitchLogoText(screen)
b.curtain.Draw(screen)
}
func (b *Bsoft) SetEventHandler(event groovy.SceneEvent, f func()) {
b.events[event] = f
}
// sets sene dimensions
func (b *Bsoft) SetDimensions(a groovy.Area) {
b.Dimensions = a
b.renderTarget = ebiten.NewImage(imgDimensions.Width, imgDimensions.Height)
b.curtain = NewFader(a.Width, a.Height, fadeTimer, fadeOffset)
}
func (b *Bsoft) DrawGlitchLogo(screen *ebiten.Image) {
//summation of sinusoids with different frequencies for 'step' response on pixel-glithcy-ness
var sum float64 = 0
for i := 0; i < 10; i++ {
w := math.Sin(float64(b.increment) / (math.Pi * float64(i+1)))
sum = sum + w
}
ratio := sum + magicRatio
// Shrink the image once.
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(1/ratio, 1/ratio)
b.renderTarget.DrawImage(imgToBlur, op)
// Enlarge the shrunk image.
// The filter is the nearest filter, so the result will be mosaic.
op = &ebiten.DrawImageOptions{}
op.GeoM.Scale(ratio, ratio)
op.GeoM.Translate(float64(b.Dimensions.Width)/2-float64(imgDimensions.Width)/2, float64(b.Dimensions.Height)/2-float64(imgDimensions.Height)/2-35)
screen.DrawImage(b.renderTarget, op)
}
func (b *Bsoft) DrawGlitchLogoText(screen *ebiten.Image) {
//glitchy twitch title behaviour
op := &ebiten.DrawImageOptions{}
var glitchX int = 0
var glitchY int = 0
X := minGlitchInterval
Y := maxGlitchTimeOffset
//glithiness active until countdown resolved, randomize the delta offset
//creates temporary glitch effect on the logo text, this is achieved as follows:
// 1. if the glitch frame counter is active, glitch offset is in effect and computed
// 2. otherwise, we engage the glitch after X frames have passed with a random Y frame offset
if b.countDown > 0 {
glitchX = rand.Intn(maxGlitchOffset) * getRandomDirection()
glitchY = rand.Intn(maxGlitchOffset) * getRandomDirection()
b.countDown--
} else if b.increment%(X+rand.Intn(Y)) == 0 {
b.countDown = glitchTimer //set glitch timer, in frames
}
op.GeoM.Translate(float64(titlePosition.Width+glitchX), float64(titlePosition.Height+glitchY))
screen.DrawImage(bImage, op)
}
// returns +1 or -1 as an integer
func getRandomDirection() int {
if rand.Intn(2) == 1 {
return -1
}
return 1
}