added non-working playerObject
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f35e404703
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83
gameobjects/player.go
Normal file
83
gameobjects/player.go
Normal file
@ -0,0 +1,83 @@
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package gameobjects
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import (
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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//"fmt"
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)
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type Player struct {
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X, Y float64
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PlayerVec pixel.Vec
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sprFrame int
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spriteSheet pixel.Picture
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sprFrames []pixel.Rect
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sprite *pixel.Sprite
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speed float64
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}
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func NewPlayer(win *pixelgl.Window, spriteSheet pixel.Picture) (*Player){
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var p *Player
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p.X = win.Bounds().Max.X/2
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p.Y = win.Bounds().Max.Y/2
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p.PlayerVec = pixel.Vec{
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X:win.Bounds().Max.X/2,
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Y:win.Bounds().Max.Y/2,
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}
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p.sprFrame = 9
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p.spriteSheet = spriteSheet
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p.sprFrames = createSpriteFrames(spriteSheet)
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p.sprite = pixel.NewSprite(spriteSheet, p.sprFrames[p.sprFrame])
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p.speed = 10.0
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return p
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}
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func (p *Player) Update(win *pixelgl.Window, dt int64) {
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speed := p.speed
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if win.Pressed(pixelgl.KeyA) { //left
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p.sprFrame = 6
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p.X -= speed
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}
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if win.Pressed(pixelgl.KeyD) { //Right
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p.sprFrame = 3
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p.X += speed
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}
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if win.Pressed(pixelgl.KeyS) { //Down
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p.sprFrame = 9
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p.Y -= speed
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}
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if win.Pressed(pixelgl.KeyW) { //up
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p.sprFrame = 0
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p.Y += speed
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}
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p.sprite.Set(p.spriteSheet, p.sprFrames[p.sprFrame])
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//p.PlayerVec.X += vecX
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//p.PlayerVec.Y += vecY
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p.PlayerVec = pixel.Vec {
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X: p.X,
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Y: p.Y,
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}
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//fmt.Println(p.PlayerVec.X,p.PlayerVec.Y)
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}
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func (p *Player) Render(win *pixelgl.Window) { //include batch later
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p.sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(p.PlayerVec))
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}
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func createSpriteFrames(spriteSheet pixel.Picture) ([]pixel.Rect) {
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var sprFrames []pixel.Rect
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var frameHeight, frameWidth float64 = 96, 96
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for y := spriteSheet.Bounds().Min.Y; y < frameHeight*4; y += 96 {
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for x := spriteSheet.Bounds().Min.X; x < frameWidth*3; x += 96 {
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sprFrames = append(sprFrames, pixel.R(x, y, x+96, y+96)) // (x, y, width, height) of frame
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}
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}
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return sprFrames
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}
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35
main.go
35
main.go
@ -12,6 +12,7 @@ import (
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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"gitbutter.pw/zolfite/project-rpg/gameobjects"
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)
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func loadPicture(path string) (pixel.Picture, error) {
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@ -67,11 +68,10 @@ func run() {
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spritesFrames = append(spritesFrames, pixel.R(x, y, x+96, y+96)) // (x, y, width, height) of frame
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}
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}
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Sprite := pixel.NewSprite(spritesheet, spritesFrames[9])
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//Sprite := pixel.NewSprite(spritesheet, spritesFrames[9])
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var (
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camPos = pixel.ZV
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//camSpeed = 500.0
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camZoom = 0.3
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camZoomSpeed = 1.2
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)
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@ -80,15 +80,17 @@ func run() {
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frames = 0
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second = time.Tick(time.Second)
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)
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playerX := win.Bounds().Max.X / 2
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playerY := win.Bounds().Max.Y / 2
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//playerX := win.Bounds().Max.X / 2
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//playerY := win.Bounds().Max.Y / 2
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/*
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var (
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playerXY = pixel.Vec{
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playerX,
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playerY,
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}
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)
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)*/
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player := gameobjects.NewPlayer(win, spritesheet)
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var fps int64 = 60
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timePerFrame := 1000000000 / fps
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@ -96,7 +98,8 @@ func run() {
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var now int64
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var dt int64
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frameCounter := 0
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//frameCounter := 0
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//sprFrame := 0
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// Game Loop
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for !win.Closed() {
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@ -109,10 +112,11 @@ func run() {
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// *** Update begins *** //
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/*
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playerXY = pixel.Vec{
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playerX,
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playerY,
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}
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}*/
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cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos))
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win.SetMatrix(cam)
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@ -127,6 +131,7 @@ func run() {
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*/
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//mouse := cam.Unproject(win.MousePosition())
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/*
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if frames%10==0 {
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frameCounter += 1
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}
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@ -134,7 +139,7 @@ func run() {
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frameCounter = 0
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}
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speed := 10.0
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sprFrame := 0
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if win.Pressed(pixelgl.KeyA) { //left
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sprFrame = 6
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playerX -= speed
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@ -156,8 +161,11 @@ func run() {
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//Sprite.Set(spritesheet, spritesFrames[0])
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}
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Sprite.Set(spritesheet, spritesFrames[sprFrame+frameCounter])
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camPos.X = playerX
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camPos.Y = playerY
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*/
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player.Update(win, dt)
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camPos.X = player.PlayerVec.X
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camPos.Y = player.PlayerVec.Y
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camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
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// *** Update Ends *** //
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@ -165,7 +173,8 @@ func run() {
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// *** Render begin *** //
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win.Clear(colornames.Forestgreen)
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bg.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
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Sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(playerXY))
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//Sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(playerXY))
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player.Render(win)
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//batch.Draw(win)
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win.Update()
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