running mario instead of circle

pull/1/head
nathan wagner 2 years ago
parent 700bbd9e60
commit c7ab067fad

@ -4,6 +4,9 @@ import (
"flag"
"image"
"image/color"
_ "image/jpeg"
"log"
"os"
"time"
rgbmatrix "gitea.wagshome.duckdns.org/publicWagsHome/go-rpi-rgb-led-matrix"
@ -34,6 +37,19 @@ func main() {
config.InverseColors = *inverse_colors
config.DisableHardwarePulsing = *disable_hardware_pulsing
bounds := mario.Bounds()
var histogram [16][4]int
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
for x := bounds.Min.X; x < bounds.Max.X; x++ {
r, g, b, a := mario.At(x, y).RGBA()
// A color's RGBA method returns values in the range [0, 65535].
// Shifting by 12 reduces this to the range [0, 15].
histogram[r>>12][0]++
histogram[g>>12][1]++
histogram[b>>12][2]++
histogram[a>>12][3]++
}
}
m, err := rgbmatrix.NewRGBLedMatrix(config)
fatal(err)
@ -58,13 +74,20 @@ type Animation struct {
position image.Point
dir image.Point
stroke int
image image.Image
}
func NewAnimation(sz image.Point) *Animation {
reader, err := os.Open("mario.jpg")
if err != nil {
log.Fatal(err)
}
mario, _, err := image.Decode(reader)
return &Animation{
ctx: gg.NewContext(sz.X, sz.Y),
dir: image.Point{1, 1},
stroke: 5,
image: mario,
}
}
@ -74,8 +97,9 @@ func (a *Animation) Next() (image.Image, <-chan time.Time, error) {
a.ctx.SetColor(color.Black)
a.ctx.Clear()
a.ctx.DrawCircle(float64(a.position.X), float64(a.position.Y), float64(a.stroke))
a.ctx.SetColor(color.RGBA{0, 255, 0, 255})
a.ctx.DrawImage(a.image, a.position.X, a.position.Y)
//a.ctx.DrawCircle(float64(a.position.X), float64(a.position.Y), float64(a.stroke))
//a.ctx.SetColor(color.RGBA{0, 255, 0, 255})
a.ctx.Fill()
return a.ctx.Image(), time.After(time.Millisecond * 50), nil
}

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