// Copyright 2015 The Go Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. // An app that makes a sound as the gopher hits the walls of the screen. // // Note: This demo is an early preview of Go 1.5. In order to build this // program as an Android APK using the gomobile tool. // // See http://godoc.org/golang.org/x/mobile/cmd/gomobile to install gomobile. // // Get the audio example and use gomobile to build or install it on your device. // // $ go get -d golang.org/x/mobile/example/audio // $ gomobile build golang.org/x/mobile/example/audio # will build an APK // // # plug your Android device to your computer or start an Android emulator. // # if you have adb installed on your machine, use gomobile install to // # build and deploy the APK to an Android target. // $ gomobile install golang.org/x/mobile/example/audio // // Additionally, you can run the sample on your desktop environment // by using the go tool. // // $ go install golang.org/x/mobile/example/audio && audio // // On Linux, you need to install OpenAL developer library by // running the command below. // // $ apt-get install libopenal-dev package main import ( "image" "log" "time" _ "image/jpeg" "golang.org/x/mobile/app" "golang.org/x/mobile/asset" "golang.org/x/mobile/event/config" "golang.org/x/mobile/event/lifecycle" "golang.org/x/mobile/event/paint" "golang.org/x/mobile/exp/app/debug" "golang.org/x/mobile/exp/audio" "golang.org/x/mobile/exp/f32" "golang.org/x/mobile/exp/sprite" "golang.org/x/mobile/exp/sprite/clock" "golang.org/x/mobile/exp/sprite/glsprite" "golang.org/x/mobile/gl" ) const ( width = 72 height = 60 ) var ( startTime = time.Now() eng = glsprite.Engine() scene *sprite.Node player *audio.Player cfg config.Event ) func main() { app.Main(func(a app.App) { for e := range a.Events() { switch e := app.Filter(e).(type) { case lifecycle.Event: switch e.Crosses(lifecycle.StageVisible) { case lifecycle.CrossOn: onStart() case lifecycle.CrossOff: onStop() } case config.Event: cfg = e case paint.Event: onPaint() a.EndPaint() } } }) } func onStart() { rc, err := asset.Open("boing.wav") if err != nil { log.Fatal(err) } player, err = audio.NewPlayer(rc, 0, 0) if err != nil { log.Fatal(err) } } func onStop() { player.Close() } func onPaint() { if scene == nil { loadScene() } gl.ClearColor(1, 1, 1, 1) gl.Clear(gl.COLOR_BUFFER_BIT) now := clock.Time(time.Since(startTime) * 60 / time.Second) eng.Render(scene, now, cfg) debug.DrawFPS(cfg) } func newNode() *sprite.Node { n := &sprite.Node{} eng.Register(n) scene.AppendChild(n) return n } func loadScene() { gopher := loadGopher() scene = &sprite.Node{} eng.Register(scene) eng.SetTransform(scene, f32.Affine{ {1, 0, 0}, {0, 1, 0}, }) var x, y float32 dx, dy := float32(1), float32(1) n := newNode() // TODO: Shouldn't arranger pass the config.Event? n.Arranger = arrangerFunc(func(eng sprite.Engine, n *sprite.Node, t clock.Time) { eng.SetSubTex(n, gopher) if x < 0 { dx = 1 boing() } if y < 0 { dy = 1 boing() } if x+width > float32(cfg.Width) { dx = -1 boing() } if y+height > float32(cfg.Height) { dy = -1 boing() } x += dx y += dy eng.SetTransform(n, f32.Affine{ {width, 0, x}, {0, height, y}, }) }) } func boing() { player.Seek(0) player.Play() } func loadGopher() sprite.SubTex { a, err := asset.Open("gopher.jpeg") if err != nil { log.Fatal(err) } defer a.Close() img, _, err := image.Decode(a) if err != nil { log.Fatal(err) } t, err := eng.LoadTexture(img) if err != nil { log.Fatal(err) } return sprite.SubTex{t, image.Rect(0, 0, 360, 300)} } type arrangerFunc func(e sprite.Engine, n *sprite.Node, t clock.Time) func (a arrangerFunc) Arrange(e sprite.Engine, n *sprite.Node, t clock.Time) { a(e, n, t) }