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rgb-led-board/animationMario.go

152 lines
3.7 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)
}
}
func (a *Animation) updateMarioPosition() {
centerX := a.ctx.Width() / 2
centerY := a.ctx.Height() / 2
// Determine sprite size (use current updown image if available)
var sprite image.Image
if img, ok := a.mario.images[a.mario.updown]; ok && img != nil {
sprite = img
} else {
for _, im := range a.mario.images {
sprite = im
break
}
}
// default half sizes if sprite missing
halfW, halfH := 8, 8
if sprite != nil {
halfW = sprite.Bounds().Dx() / 2
halfH = sprite.Bounds().Dy() / 2
}
// allowable center range so the sprite stays fully on the panel
minCenterX := halfW
maxCenterX := a.ctx.Width() - 1 - halfW
minCenterY := halfH
maxCenterY := a.ctx.Height() - 1 - halfH
// If the sprite is larger than the panel in a dimension, collapse
// the allowed center range to the panel center so we don't get
// immediate collisions every frame which makes Mario flash.
if maxCenterX < minCenterX {
minCenterX = centerX
maxCenterX = centerX
}
if maxCenterY < minCenterY {
minCenterY = centerY
maxCenterY = centerY
}
// advance angle for this frame
delta := 0.05
t := a.mario.angle
tNext := t + delta
if tNext >= 2*math.Pi {
tNext -= 2 * math.Pi
}
// compute next candidate center from the next parametric position
marioX := int(math.Round(a.mario.a*math.Cos(tNext))) + centerX
marioY := int(math.Round(a.mario.b*math.Sin(tNext))) + centerY
// clamp into allowed center ranges so sprite stays fully on panel
if marioX < minCenterX {
marioX = minCenterX
}
if marioX > maxCenterX {
marioX = maxCenterX
}
if marioY < minCenterY {
marioY = minCenterY
}
if marioY > maxCenterY {
marioY = maxCenterY
}
// commit position and advance angle
a.mario.position.X = marioX
a.mario.position.Y = marioY
a.mario.angle = tNext
// Direction logic (based on the motion between t and tNext)
// approximate direction by comparing positions (preferable to trig sign when clamped)
prevX := int(math.Round(a.mario.a*math.Cos(t))) + centerX
if prevX == marioX {
// if we didn't move horizontally, keep previous direction
// (this prevents flicker when clamped)
} else if marioX < prevX {
a.mario.dir.X = -1
} else {
a.mario.dir.X = 1
}
// up/down based on vertical movement
prevY := int(math.Round(a.mario.b*math.Sin(t))) + centerY
if prevY == marioY {
// keep previous up/down state
} else if marioY < prevY {
a.mario.updown = "marioUp"
} else {
a.mario.updown = "marioDown"
}
}