Files
pobounty/asb.go

272 lines
6.8 KiB
Go

package main
import (
"bytes"
_ "embed"
"fmt"
"image"
"image/color"
"math"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/text"
)
const (
ASB_HEIGHT = 50
ASB_BUFFER = 10
ASB_WIDTH = 1400
ASB_COLOR = 0x5d2f6a
ASB_MARGIN = 10
//scales and offsets
ASB_GRAD_TOP = 0x457cf1 //0xff887c //0x9933cc
ASB_GRAD_BOTTOM = 0x2051bf //0xb6325f //0x5d2f6a
ASB_FLAME_SCALE = 1.56
ASB_FLAME_OFFSET = 15
ASB_MASK_WIDTH = 10
ASB_MASK_HEIGHT = ASB_HEIGHT
ASB_STRFADE_XOFFSET = 80
ASB_STRFADE_YOFFSET = 50
ASB_STRFADE_VALUE = 0x50
//scoreboard ticker related
ASB_TICK_PIXEL_SCALE = 2 //how many pixels per cycle for ticker animation
ASB_TICK_MAX_ADJUST = 2 * ASB_HEIGHT
)
var (
//go:embed resources/images/barmask.png
barmaskAsset_png []byte
assetsBarmask *ebiten.Image
//go:embed resources/images/crown.png
crownAsset_png []byte
assetsCrown *ebiten.Image
)
type AnimatedScoreBar struct {
ScoreImage *ebiten.Image
name string
target float64
value float64
gradient *Gradient
barcolors []color.RGBA
character *Character
flames *Flame
barbuffer *ebiten.Image
order int //ranking
sf float64 //scaling factor
crown *ebiten.Image
leader bool
cycle int
}
func NewAnimatedScoreBar(t CharacterType, s string) *AnimatedScoreBar {
a := &AnimatedScoreBar{
name: s,
target: 0,
value: 0,
sf: 1,
ScoreImage: ebiten.NewImage(ASB_WIDTH, ASB_HEIGHT),
barbuffer: ebiten.NewImage(ASB_WIDTH, ASB_HEIGHT),
gradient: NewGradient(ASB_WIDTH, ASB_HEIGHT),
character: NewCharacter(t),
flames: NewFlame(),
crown: ebiten.NewImageFromImage(assetsCrown),
order: 0,
leader: false,
barcolors: []color.RGBA{HexToRGBA(ASB_GRAD_TOP), HexToRGBA(ASB_GRAD_BOTTOM)},
}
a.character.RandomizeCycleStart()
a.SetBarColors(a.barcolors[GRAD_IDX_TOP], a.barcolors[GRAD_IDX_BOTTOM])
return a
}
func (a *AnimatedScoreBar) RefreshBar() {
a.barbuffer.DrawImage(a.gradient.Scene, nil)
//mask start of the bar for smooth edges
op := &ebiten.DrawImageOptions{}
op.Blend = ebiten.BlendDestinationOut
a.barbuffer.DrawImage(assetsBarmask.SubImage(image.Rect(0, 0, ASB_MASK_WIDTH, ASB_MASK_HEIGHT)).(*ebiten.Image), op)
//add name to the fill bar, which will gradually display as the value increases
text.Draw(a.barbuffer, a.name, DashFont.TeamBarName, ASB_MARGIN, ASB_HEIGHT-ASB_MARGIN, color.White)
}
func (a *AnimatedScoreBar) GetCharacterType() CharacterType {
return a.character.GetType()
}
func (a *AnimatedScoreBar) Name() string {
return a.name
}
func (a *AnimatedScoreBar) SetTarget(t float64) {
a.target = t
}
func (a *AnimatedScoreBar) GetTarget() float64 {
return a.target
}
func (a *AnimatedScoreBar) GetValue() float64 {
return a.value
}
func (a *AnimatedScoreBar) ResetLead() {
a.leader = false
}
func (a *AnimatedScoreBar) SetLead() {
a.leader = true
}
func (a *AnimatedScoreBar) Animate() {
a.ScoreImage.Clear()
//a.AddFadedTeamName() //peeps complained, so we cut this
a.AddScoreBar()
a.AddCharacter()
a.AddTextScore()
a.AdjustValue()
a.AddLeadIndicator()
a.CycleUpdate()
}
func (a *AnimatedScoreBar) CycleUpdate() {
a.cycle++
}
func (a *AnimatedScoreBar) AddLeadIndicator() {
if a.leader {
a.ScoreImage.DrawImage(a.crown, nil)
}
}
func (a *AnimatedScoreBar) AddFadedTeamName() {
//alpha blended black for the team name
c := HexToRGBA(0x000000)
c.A = ASB_STRFADE_VALUE
text.Draw(a.ScoreImage, a.name, DashFont.TeamBackgroundName, 1000, ASB_STRFADE_YOFFSET, c)
}
func (a *AnimatedScoreBar) SetOrder(order int) {
a.order = order
}
func (a *AnimatedScoreBar) GetOrder() int {
return a.order
}
// draw our score bar by using subset of full bar
func (a *AnimatedScoreBar) AddScoreBar() {
//ss = subset start, se = subset end
ssx := 0
ssy := 0
sex := int(a.value * a.sf)
sey := ASB_HEIGHT
barSubImage := a.barbuffer.SubImage(image.Rect(ssx, ssy, sex, sey)).(*ebiten.Image)
a.ScoreImage.DrawImage(barSubImage, nil)
//add trailing image mask to round out the edges
op := &ebiten.DrawImageOptions{}
op.Blend = ebiten.BlendDestinationOut
op.GeoM.Translate(float64(sex)-ASB_MASK_WIDTH, float64(sey)-ASB_MASK_HEIGHT)
msx := ASB_MASK_WIDTH
msy := 0
mex := ASB_MASK_WIDTH + ASB_MASK_WIDTH
mey := ASB_MASK_HEIGHT
a.ScoreImage.DrawImage(assetsBarmask.SubImage(image.Rect(msx, msy, mex, mey)).(*ebiten.Image), op)
}
func (a *AnimatedScoreBar) AddCharacter() {
op := &ebiten.DrawImageOptions{}
//if we're on the move, let's add some flair to the character
if a.target != a.value {
op.GeoM.Scale(ASB_FLAME_SCALE, ASB_FLAME_SCALE)
op.GeoM.Rotate(-math.Pi / 4)
op.GeoM.Translate(a.value*a.sf+ASB_BUFFER-ASB_FLAME_OFFSET*5/2, ASB_FLAME_OFFSET*3/2)
a.ScoreImage.DrawImage(a.flames.Sprite, op)
a.flames.Animate()
}
op = &ebiten.DrawImageOptions{}
op.GeoM.Translate(a.value*a.sf+ASB_BUFFER, 0)
a.ScoreImage.DrawImage(a.character.Sprite, op)
a.character.Animate()
}
func (a *AnimatedScoreBar) AddTextScore() {
var ypos int
M := ASB_HEIGHT
tx := int(a.value*a.sf) + ASB_BUFFER + a.character.GetWidth()
//animate ticker movement for the team name
adjust := ASB_TICK_MAX_ADJUST //max adjustment
if a.cycle%adjust < M/ASB_TICK_PIXEL_SCALE {
ypos = 2*M - ASB_TICK_PIXEL_SCALE*a.cycle%adjust
} else if a.cycle%adjust > 2*M/ASB_TICK_PIXEL_SCALE {
ypos = M - (ASB_TICK_PIXEL_SCALE*(a.cycle-2*M/ASB_TICK_PIXEL_SCALE))%adjust
} else {
ypos = M
}
text.Draw(a.ScoreImage, a.name, DashFont.Title, tx, ypos, color.White)
//now do the same for the points, offset by the height of the ticker
bcycle := a.cycle - M/ASB_TICK_PIXEL_SCALE
adjust = 2 * M
if bcycle%adjust < 2*M/ASB_TICK_PIXEL_SCALE {
ypos = 3*M - ASB_TICK_PIXEL_SCALE*bcycle%adjust
} else if bcycle%adjust > 3*M/ASB_TICK_PIXEL_SCALE {
ypos = M - (ASB_TICK_PIXEL_SCALE*(bcycle-3*M/ASB_TICK_PIXEL_SCALE))%adjust //M - (pixel_scale*(bcycle-2*M/pixel_scale))%ma
} else {
ypos = M
}
text.Draw(a.ScoreImage, fmt.Sprintf("%0.f", a.value), DashFont.Title, tx, ypos, color.White)
text.Draw(a.ScoreImage, "POINTS", DashFont.Title, tx+ASB_BUFFER*7, ypos, color.White)
}
func (a *AnimatedScoreBar) AdjustValue() {
if a.value < a.target {
a.value++
}
}
// set our point scale factor (scalefactor = pixels per score point)
func (a *AnimatedScoreBar) SetScaleFactor(sf float64) {
a.sf = sf
}
func (a *AnimatedScoreBar) Reset() {
a.value = 0
}
func init() {
img, _, err := image.Decode(bytes.NewReader(barmaskAsset_png))
if err != nil {
DashLogger.Fatal(err)
}
assetsBarmask = ebiten.NewImageFromImage(img)
img, _, err = image.Decode(bytes.NewReader(crownAsset_png))
if err != nil {
DashLogger.Fatal(err)
}
assetsCrown = ebiten.NewImageFromImage(img)
}
func (a *AnimatedScoreBar) SetBarColors(top, bottom color.RGBA) {
//fill bar gradient
a.gradient.SetColors(top, bottom)
a.RefreshBar()
}