Small refactor

This commit is contained in:
Alex Clink 2022-01-07 00:06:51 -05:00
parent c0d6d0ba90
commit 4a9c451743
8 changed files with 90 additions and 27 deletions

View file

@ -7,6 +7,7 @@ module PF
@bricks : Sprite
@transform : Transform2d = Transform2d.new
@angle = 0.0
@size = 1.0
def initialize(*args, **kwargs)
super
@ -25,6 +26,7 @@ module PF
.reset
.translate(-(@bricks.size // 2))
.rotate(@angle)
.scale(@size)
.translate(viewport // 2)
b1, b2 = @transform.bounding_box(@bricks.size.x, @bricks.size.y).map(&.to_i)
@ -35,8 +37,7 @@ module PF
b1.x.upto(b2.x) do |x|
point = @transform.apply(x, y).to_i
if point >= Vector[0, 0] && point < @bricks.size
color = @bricks.sample(point.x, point.y)
draw_point(x.to_i, y.to_i, color)
draw_point(x.to_i, y.to_i, @bricks.peak(point))
end
end
end

View file

@ -8,7 +8,7 @@ class Snow < PF::Game
super
@pixels = @screen.pixels
clear(0, 0, 25)
clear(0, 0, 0x25)
end
def update(dt, event)
@ -23,10 +23,10 @@ class Snow < PF::Game
0.upto(@width - 1) do |x|
if rand(0..250) == 0
shade = rand(0..255)
@pixels[x] = LibSDL.map_rgba(@screen.format, shade, shade, shade, 255)
shade = rand(25_u8..255_u8)
@pixels[x] = PF::Pixel.new(shade, shade, shade).to_u32
else
@pixels[x] = LibSDL.map_rgba(@screen.format, 0, 0, 25, 255)
@pixels[x] = 0x000025FF
end
end
end

View file

@ -3,11 +3,11 @@ require "../src/sprite"
module PF
class SpriteExample < Game
@bricks : Sprite
@sprite : Sprite
def initialize(*args, **kwargs)
super
@bricks = Sprite.new("./assets/pf-font.png")
@sprite = Sprite.new("./assets/pf-font.png")
end
def update(dt, event)
@ -15,7 +15,7 @@ module PF
def draw
clear(255, 255, 255)
@bricks.draw_to(@screen, width // 2 - @bricks.width // 2, height // 2 - @bricks.height // 2)
@sprite.draw_to(screen, (viewport // 2) - @sprite.size // 2)
end
end
end

23
spec/pixel_spec.cr Normal file
View file

@ -0,0 +1,23 @@
require "./spec_helper"
require "../src/pixel"
include PF
describe Pixel do
describe "#initialize" do
it "breaks out a UInt32 into rgba components" do
p = Pixel.new(0x11223344)
p.r.should eq(0x11_u8)
p.g.should eq(0x22_u8)
p.b.should eq(0x33_u8)
p.a.should eq(0x44_u8)
end
end
describe "#to_u32" do
it "combines components into a UInt32 value" do
p = Pixel.new(0x11_u8, 0x22_u8, 0x33_u8, 0x44_u8)
p.to_u32.should eq(0x11223344_u32)
end
end
end

View file

@ -7,14 +7,16 @@ module PF
FPS_INTERVAL = 1.0
SHOW_FPS = true
getter width : Int32
getter height : Int32
@viewport : Vector(Int32, 2)? = nil
property scale : Int32
property title : String
property running = true
property screen : Sprite
getter width : Int32
getter height : Int32
@viewport : Vector(Int32, 2)? = nil
delegate :draw_point, :draw_line, :draw_circle, :draw_triangle, :draw_rect, :draw_shape,
:fill_triangle, :fill_rect, :fill_shape, to: @screen
@ -30,13 +32,7 @@ module PF
@window = SDL::Window.new(@title, @width * @scale, @height * @scale, flags: window_flags)
@renderer = SDL::Renderer.new(@window, flags: flags)
@renderer.scale = {@scale, @scale}
surface = SDL::Surface.new(LibSDL.create_rgb_surface(
flags: 0, width: @width, height: @height, depth: 32,
r_mask: 0xFF000000, g_mask: 0x00FF0000, b_mask: 0x0000FF00, a_mask: 0x000000FF
))
@screen = Sprite.new(surface)
@screen = Sprite.new(@width, @height)
end
abstract def update(dt : Float64, event : SDL::Event)

View file

@ -39,10 +39,10 @@ module PF
property r : UInt8, g : UInt8, b : UInt8, a : UInt8
def initialize(rgba : UInt32)
@r = ((rgba & 0xFF000000_u32) >> (8 * 3)).to_u8
@g = ((rgba & 0x00FF0000_u32) >> (8 * 2)).to_u8
@b = ((rgba & 0x0000FF00_u32) >> 8).to_u8
@a = ((rgba & 0x000000FF_u32)).to_u8
@r = ((rgba >> 24) & 0xFF).to_u8
@g = ((rgba >> 16) & 0xFF).to_u8
@b = ((rgba >> 8) & 0xFF).to_u8
@a = (rgba & 0xFF).to_u8
end
def initialize(@r : UInt8 = 255, @g : UInt8 = 255, @b : UInt8 = 255, @a : UInt8 = 255)
@ -67,5 +67,13 @@ module PF
def -(n : Float64)
PF::Pixel.new((@r - n).to_u8, (@g - n).to_u8, (@b - n).to_u8, @a)
end
def to_u32
value = @r.to_u32 << 24
value |= @g.to_u32 << 16
value |= @b.to_u32 << 8
value |= @a.to_u32
value
end
end
end

View file

@ -15,6 +15,13 @@ module PF
@surface = SDL::IMG.load(path)
end
def initialize(width : Int, height : Int)
@surface = SDL::Surface.new(LibSDL.create_rgb_surface(
flags: 0, width: width, height: height, depth: 32,
r_mask: 0xFF000000, g_mask: 0x00FF0000, b_mask: 0x0000FF00, a_mask: 0x000000FF
))
end
def width
@surface.width
end
@ -27,30 +34,49 @@ module PF
Vector[width, height]
end
# Convert the color mode of this sprite to another for optimization
def convert(other : SDL::Surface)
@surface = @surface.convert(other)
end
# ditto
def convert(other : Sprite)
@surface = @surface.convert(other.surface)
end
def draw_to(surface : SDL::Surface, x : Int32, y : Int32)
# Draw this sprite to another
def draw_to(surface : SDL::Surface, x : Int, y : Int)
@surface.blit(surface, nil, SDL::Rect.new(x, y, width, height))
end
def draw_to(sprite : Sprite, x : Int32, y : Int32)
# ditto
def draw_to(sprite : Sprite, x : Int, y : Int)
draw_to(sprite.surface, x, y)
end
# ditto
def draw_to(dest : SDL::Surface | Sprite, at : Vector(Int, 2))
draw_to(dest, at.x, at.y)
end
# Raw access to the pixels as a Slice
def pixels
Slice.new(@surface.pixels.as(Pointer(UInt32)), width * height)
end
# Peak at a raw pixel value at (*x*, *y*)
def peak(x : Int, y : Int)
pixel_pointer(x, y).value
end
# ditto
def peak(point : Vector(Int, 2))
pixel_pointer(point.x, point.y).value
end
# Sample a color at an *x* and *y* position
def sample(x : Int, y : Int)
raw_pixel = pixel_pointer(x, y).value
raw_pixel = peak(x, y)
r = uninitialized UInt8
g = uninitialized UInt8
@ -78,8 +104,13 @@ module PF
Pixel.new(r, g, b, a)
end
# ditto
def sample(point : Vector(Int, 2), alpha = true)
sample(point.x, point.y, true)
end
# Get the pointer to a pixel
private def pixel_pointer(x : Int32, y : Int32)
def pixel_pointer(x : Int32, y : Int32)
target = @surface.pixels + (y * @surface.pitch) + (x * 4)
target.as(Pointer(UInt32))
end

View file

@ -46,6 +46,10 @@ module PF
self
end
def scale(n : Float | Int)
scale(n, n)
end
def rotate(angle : Float | Int)
cos = Math.cos(angle)
sin = Math.sin(angle)