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letters.go
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package main
import (
"fmt"
"image/color"
_ "image/jpeg"
_ "image/png"
"log"
"math"
"math/rand"
"time"
"github.com/glmaljkovich/lettertracer/assets"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/audio"
"github.com/hajimehoshi/ebiten/audio/mp3"
"github.com/hajimehoshi/ebiten/ebitenutil"
)
const (
screenWidth = 360
screenHeight = 640
pointerOffset = 23
pointerSize = 46
sampleRate = 44100
animationDuration = 3200
)
// Images
var (
brushImage *ebiten.Image
canvasImage *ebiten.Image
letterOverlay *ebiten.Image
pointerOverlay *ebiten.Image
animationOverlay *ebiten.Image
pointerImage *ebiten.Image
debugImage *ebiten.Image
sweep *ebiten.Image
)
// Sounds
var (
audioContext *audio.Context
drawPlayer *audio.Player
letterSounds []*audio.Player
letterPlayer *audio.Player
)
// The rest
var (
x, y, mx, my int
letterJustLoaded = true
debugMode bool
animationTimer int
transitioning bool
)
// Game state
// @count is used to calculate the color shift
type Game struct {
count int
currentLetter int
// letterPixels are characteristic points in a letter
// that help us keep track of how much of it we traced over
letterPixels []*PixelPos
}
// PixelPos position of a pixel
type PixelPos struct {
x, y int
}
func logErrorAndExit(err error) {
if err != nil {
log.Fatal(err)
}
}
func loadImages() {
var err error
brushImage, _, err = ebitenutil.NewImageFromFile("./assets/img/brush.png", ebiten.FilterDefault)
logErrorAndExit(err)
canvasImage, _, err = ebitenutil.NewImageFromFile("./assets/img/sandpaper.jpg", ebiten.FilterDefault)
logErrorAndExit(err)
pointerImage, _, err = ebitenutil.NewImageFromFile("./assets/img/pointer.png", ebiten.FilterDefault)
logErrorAndExit(err)
letterOverlay, _, err = ebitenutil.NewImageFromFile("./assets/img/a.png", ebiten.FilterDefault)
logErrorAndExit(err)
// 'Transparent' images
pointerOverlay, err = ebiten.NewImage(screenWidth, screenHeight, ebiten.FilterDefault)
logErrorAndExit(err)
animationOverlay, err = ebiten.NewImage(screenWidth, screenHeight, ebiten.FilterDefault)
logErrorAndExit(err)
debugImage, err = ebiten.NewImage(screenWidth, screenHeight, ebiten.FilterDefault)
logErrorAndExit(err)
sweep, err = ebiten.NewImage(2*screenWidth, 2*screenHeight, ebiten.FilterDefault)
logErrorAndExit(err)
}
func loadAudio(src []byte) *audio.Player {
file := audio.BytesReadSeekCloser(src)
sound, err := mp3.Decode(audioContext, file)
logErrorAndExit(err)
player, err := audio.NewPlayer(audioContext, sound)
logErrorAndExit(err)
return player
}
func loadAudios() {
audioContext, _ = audio.NewContext(sampleRate)
// load the pencil sound as a loop
pencil := "./assets/audio/pencil.mp3"
pencilSoundFile, err := ebitenutil.OpenFile(pencil)
logErrorAndExit(err)
pencilSound, err := mp3.Decode(audioContext, pencilSoundFile)
logErrorAndExit(err)
s := audio.NewInfiniteLoop(pencilSound, pencilSound.Size())
drawPlayer, err = audio.NewPlayer(audioContext, s)
logErrorAndExit(err)
// load letter sounds
for i := range assets.SoundFiles {
letterSounds = append(letterSounds, loadAudio(assets.SoundFiles[i]))
}
letterPlayer = letterSounds[0]
}
func init() {
loadImages()
loadAudios()
}
func clearPreviousPointerState() {
// reset the pointerOverlay
// when the image is drawn several times this is more performant than calling Clear()
logErrorAndExit(pointerOverlay.Dispose())
var err error
pointerOverlay, err = ebiten.NewImage(screenWidth, screenHeight, ebiten.FilterDefault)
logErrorAndExit(err)
// pointerOverlay.Clear()
}
func (g *Game) Update(screen *ebiten.Image) error {
drawn := false
if letterJustLoaded {
g.letterPixels = getPixelsInLetter(letterOverlay)
if debugMode {
g.generateDebugImage()
}
letterJustLoaded = false
}
// Clear states
clearPreviousPointerState()
// Paint the brush by mouse dragging
drawn = g.paintByMouse(screen)
// Paint the brush by touches
drawn = drawn || g.paintByTouches(screen)
// Reset the pencil sound if we stopped moving
if !drawn {
// stop the pencil sound
if drawPlayer.IsPlaying() {
drawPlayer.Pause()
drawPlayer.Rewind()
}
}
// finished painting letter
if !drawn && len(g.letterPixels) < 5 {
g.transitionLetter()
}
// Show debug view with 'D'
if ebiten.IsKeyPressed(ebiten.KeyD) {
debugMode = !debugMode
}
return nil
}
func (g *Game) paintByMouse(screen *ebiten.Image) bool {
drawn := false
mx, my := ebiten.CursorPosition()
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
g.paint(canvasImage, mx, my)
g.drawPointer(pointerOverlay, mx, my)
drawn = true
}
return drawn
}
func (g *Game) paintByTouches(screen *ebiten.Image) bool {
drawn := false
for _, t := range ebiten.TouchIDs() {
x, y := ebiten.TouchPosition(t)
g.paint(canvasImage, x, y)
g.drawPointer(pointerOverlay, x, y)
drawn = true
}
return drawn
}
func (g *Game) transitionLetter() {
logErrorAndExit(animationOverlay.Dispose())
var err error
animationOverlay, err = ebiten.NewImage(screenWidth, screenHeight, ebiten.FilterDefault)
logErrorAndExit(err)
// animationOverlay.Clear()
if !transitioning {
transitioning = true
animationTimer = animationDuration
letterPlayer.Rewind()
// play letter pronunciation
letterPlayer.Play()
} else if animationTimer > animationDuration/2 {
animationTimer -= 60
} else if animationTimer > 0 {
fadeOut()
animationTimer -= 60
} else {
transitioning = false
g.loadRandomLetter()
}
}
func (g *Game) loadRandomLetter() {
g.currentLetter = rand.Intn(len(assets.Letters))
letter := assets.Letters[g.currentLetter]
logErrorAndExit(letterOverlay.Dispose())
var err error
letterOverlay, _, err = ebitenutil.NewImageFromFile(letter, ebiten.FilterDefault)
logErrorAndExit(err)
// This avoids a memory leak on desktop caused by unused images being kept in memory
logErrorAndExit(canvasImage.Dispose())
canvasImage, _, err = ebitenutil.NewImageFromFile("./assets/img/sandpaper.jpg", ebiten.FilterDefault)
logErrorAndExit(err)
debugImage.Clear()
if letterPlayer.IsPlaying() {
letterPlayer.Rewind()
letterPlayer.Pause()
}
letterPlayer = letterSounds[g.currentLetter]
// play letter pronunciation on load
letterPlayer.Play()
letterJustLoaded = true
}
// fadeOut draws an overlay with the color of the letter background
// and opacity increasing from 0 to 1
func fadeOut() {
logErrorAndExit(sweep.Dispose())
var err error
sweep, err = ebiten.NewImage(2*screenWidth, 2*screenHeight, ebiten.FilterDefault)
logErrorAndExit(err)
// sweep.Clear()
ccolor := letterOverlay.At(0, 0).(color.RGBA)
sweep.Fill(ccolor)
op := &ebiten.DrawImageOptions{}
offset := float64(animationDuration/2-animationTimer) / float64(animationDuration/2)
op.ColorM.Scale(1, 1, 1, offset)
animationOverlay.DrawImage(sweep, op)
}
func (g *Game) generateDebugImage() {
for i := range g.letterPixels {
debugImage.Set(g.letterPixels[i].x, g.letterPixels[i].y, color.RGBA{0xff, 0x00, 0x00, 0xff})
}
}
func getPixelsInLetter(letter *ebiten.Image) []*PixelPos {
// At(Bounds().Min.X, Bounds().Min.Y) returns the upper-left pixel of the grid.
// At(Bounds().Max.X-1, Bounds().Max.Y-1) returns the lower-right one.
pixels := make([]*PixelPos, 0)
b := letter.Bounds()
for y := b.Min.Y; y < b.Max.Y; y++ {
for x := b.Min.X; x < b.Max.X; x++ {
if letter.At(x, y).(color.RGBA).A <= 0 {
pixels = append(pixels, &PixelPos{x: x, y: y})
}
}
}
return getRandomPixelsInLetter(pixels)
}
func getRandomPixelsInLetter(pixels []*PixelPos) []*PixelPos {
randomPixels := make([]*PixelPos, 0)
for i := 0; i < 100; i++ {
randomPixels = append(randomPixels, pixels[rand.Intn(len(pixels))])
}
return randomPixels
}
func insideLetter(x, y int) bool {
// Check the actual color (alpha) value at the specified position
return letterOverlay.At(x, y).(color.RGBA).A <= 0
}
// paint draws the brush on the given canvas image at the position (x, y).
func (g *Game) paint(canvas *ebiten.Image, x, y int) {
op := &ebiten.DrawImageOptions{}
// set pointer to mouse/touch position
op.GeoM.Translate(float64(x-pointerOffset), float64(y-pointerOffset))
// Scale the color and rotate the hue so that colors vary on each frame.
op.ColorM.Scale(1.0, 0.75, 0.5, 1.0)
tps := ebiten.MaxTPS()
theta := 2.0 * math.Pi * float64(g.count%tps) / float64(tps)
op.ColorM.RotateHue(theta)
canvas.DrawImage(brushImage, op)
// track progress
if insideLetter(x, y) {
g.removeLetterPixels(x, y)
if !drawPlayer.IsPlaying() {
drawPlayer.Play()
}
g.count++
}
}
func (g *Game) removeLetterPixels(x, y int) {
var newLetterPixels []*PixelPos
for i := range g.letterPixels {
if !isUnderPointer(x, y, g.letterPixels[i]) {
newLetterPixels = append(newLetterPixels, g.letterPixels[i])
} else {
pixelPos := g.letterPixels[i]
// Paint the traced pixels blue
debugImage.Set(pixelPos.x, pixelPos.y, color.RGBA{0x40, 0x40, 0xff, 0xff})
}
}
g.letterPixels = newLetterPixels
}
// Check if a pixel is under the entire shape of the pointer image
func isUnderPointer(px, py int, pixel *PixelPos) bool {
inXBounds := ((px + pointerSize/2) >= pixel.x) && ((px - pointerSize/2) <= pixel.x)
inYBounds := ((py + pointerSize/2) >= pixel.y) && ((py - pointerSize/2) <= pixel.y)
return inXBounds && inYBounds
}
func (g *Game) drawPointer(pointerOverlay *ebiten.Image, x, y int) {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(x-pointerOffset), float64(y-pointerOffset))
pointerOverlay.DrawImage(pointerImage, op)
}
func (g *Game) renderDebugScreen(screen *ebiten.Image) {
screen.DrawImage(debugImage, nil)
mx, my := ebiten.CursorPosition()
msg := fmt.Sprintf("(%d, %d), %d left", mx, my, len(g.letterPixels))
for _, t := range ebiten.TouchIDs() {
x, y := ebiten.TouchPosition(t)
msg += fmt.Sprintf("\n(%d, %d) touch %d", x, y, t)
}
ebitenutil.DebugPrint(screen, msg)
}
func (g *Game) Draw(screen *ebiten.Image) {
screen.DrawImage(canvasImage, nil)
screen.DrawImage(letterOverlay, nil)
screen.DrawImage(animationOverlay, nil)
screen.DrawImage(pointerOverlay, nil)
if debugMode {
g.renderDebugScreen(screen)
}
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return screenWidth, screenHeight
}
func main() {
// Initialize rand otherwise we'll always get the same sequence
rand.Seed(time.Now().UnixNano())
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowTitle("letters")
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}