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rgb-led-board/animationMario.go

94 lines
2.2 KiB
Go

package main
import (
"image"
"image/color"
"log"
"os"
"math"
"github.com/disintegration/imaging"
)
type Mario struct {
position image.Point
dir image.Point
images map[string]image.Image
updown string
a float64
b float64
angle float64
}
func loadMario(file string) image.Image {
reader, err := os.Open(file)
if err != nil {
log.Fatal(err)
}
rawMario, _, err := image.Decode(reader)
if err != nil {
log.Fatal(err)
}
mario := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
return mario
}
func initialMap() map[string]image.Image {
imageMap := make(map[string]image.Image)
imageMap["marioUp"] = loadMario("marioUp.png")
imageMap["marioDown"] = loadMario("marioDown.png")
return imageMap
}
// initializes the struct for the an play animation function, this could all be dumped into function that's wrapping go routine if I wanted
// this assumes mario context is up
func (a *Animation) animateMario() {
defer a.updateMarioPosition()
a.ctx.SetColor(color.Black)
a.ctx.Clear()
if a.mario.dir.X == 1 {
a.ctx.DrawImageAnchored(a.mario.images[a.mario.updown], a.mario.position.X, a.mario.position.Y, 0.5, 0.5)
} else {
a.ctx.DrawImageAnchored(imaging.FlipH(a.mario.images[a.mario.updown]), a.mario.position.X, a.mario.position.Y, 0.5, 0.5)
}
}
// what mario does every frame
func (a *Animation) updateMarioPosition() {
// Ellipse parameters (centered on canvas)
centerX := a.ctx.Width() / 2
centerY := a.ctx.Height() / 2
// Calculate new position using parametric ellipse equations
t := a.mario.angle
marioX := float64(centerX) + a.mario.a*math.Cos(t)
marioY := float64(centerY) + a.mario.b*math.Sin(t)
// Update angle to move along the ellipse
a.mario.angle += 0.1 // Adjust speed as needed
if a.mario.angle >= 2*math.Pi {
a.mario.angle -= 2 * math.Pi
}
// Determine horizontal direction (left/right) for image flipping
if math.Sin(t) > 0 {
a.mario.dir.X = -1 // Moving left
} else {
a.mario.dir.X = 1 // Moving right
}
// Determine vertical direction (up/down) for image selection
if math.Cos(t) > 0 {
a.mario.updown = "marioUp" // Moving downward
} else {
a.mario.updown = "marioDown" // Moving upward
}
// Update Mario's position
a.mario.position.X = marioX
a.mario.position.Y = marioY
}