added non-working playerObject

This commit is contained in:
Jalen Winslow 2018-01-23 11:58:35 -07:00
parent f35e404703
commit 423243302c
2 changed files with 105 additions and 13 deletions

83
gameobjects/player.go Normal file
View File

@ -0,0 +1,83 @@
package gameobjects
import (
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
//"fmt"
)
type Player struct {
X, Y float64
PlayerVec pixel.Vec
sprFrame int
spriteSheet pixel.Picture
sprFrames []pixel.Rect
sprite *pixel.Sprite
speed float64
}
func NewPlayer(win *pixelgl.Window, spriteSheet pixel.Picture) (*Player){
var p *Player
p.X = win.Bounds().Max.X/2
p.Y = win.Bounds().Max.Y/2
p.PlayerVec = pixel.Vec{
X:win.Bounds().Max.X/2,
Y:win.Bounds().Max.Y/2,
}
p.sprFrame = 9
p.spriteSheet = spriteSheet
p.sprFrames = createSpriteFrames(spriteSheet)
p.sprite = pixel.NewSprite(spriteSheet, p.sprFrames[p.sprFrame])
p.speed = 10.0
return p
}
func (p *Player) Update(win *pixelgl.Window, dt int64) {
speed := p.speed
if win.Pressed(pixelgl.KeyA) { //left
p.sprFrame = 6
p.X -= speed
}
if win.Pressed(pixelgl.KeyD) { //Right
p.sprFrame = 3
p.X += speed
}
if win.Pressed(pixelgl.KeyS) { //Down
p.sprFrame = 9
p.Y -= speed
}
if win.Pressed(pixelgl.KeyW) { //up
p.sprFrame = 0
p.Y += speed
}
p.sprite.Set(p.spriteSheet, p.sprFrames[p.sprFrame])
//p.PlayerVec.X += vecX
//p.PlayerVec.Y += vecY
p.PlayerVec = pixel.Vec {
X: p.X,
Y: p.Y,
}
//fmt.Println(p.PlayerVec.X,p.PlayerVec.Y)
}
func (p *Player) Render(win *pixelgl.Window) { //include batch later
p.sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(p.PlayerVec))
}
func createSpriteFrames(spriteSheet pixel.Picture) ([]pixel.Rect) {
var sprFrames []pixel.Rect
var frameHeight, frameWidth float64 = 96, 96
for y := spriteSheet.Bounds().Min.Y; y < frameHeight*4; y += 96 {
for x := spriteSheet.Bounds().Min.X; x < frameWidth*3; x += 96 {
sprFrames = append(sprFrames, pixel.R(x, y, x+96, y+96)) // (x, y, width, height) of frame
}
}
return sprFrames
}

35
main.go
View File

@ -12,6 +12,7 @@ import (
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
"gitbutter.pw/zolfite/project-rpg/gameobjects"
)
func loadPicture(path string) (pixel.Picture, error) {
@ -67,11 +68,10 @@ func run() {
spritesFrames = append(spritesFrames, pixel.R(x, y, x+96, y+96)) // (x, y, width, height) of frame
}
}
Sprite := pixel.NewSprite(spritesheet, spritesFrames[9])
//Sprite := pixel.NewSprite(spritesheet, spritesFrames[9])
var (
camPos = pixel.ZV
//camSpeed = 500.0
camZoom = 0.3
camZoomSpeed = 1.2
)
@ -80,15 +80,17 @@ func run() {
frames = 0
second = time.Tick(time.Second)
)
playerX := win.Bounds().Max.X / 2
playerY := win.Bounds().Max.Y / 2
//playerX := win.Bounds().Max.X / 2
//playerY := win.Bounds().Max.Y / 2
/*
var (
playerXY = pixel.Vec{
playerX,
playerY,
}
)
)*/
player := gameobjects.NewPlayer(win, spritesheet)
var fps int64 = 60
timePerFrame := 1000000000 / fps
@ -96,7 +98,8 @@ func run() {
var now int64
var dt int64
frameCounter := 0
//frameCounter := 0
//sprFrame := 0
// Game Loop
for !win.Closed() {
@ -109,10 +112,11 @@ func run() {
// *** Update begins *** //
/*
playerXY = pixel.Vec{
playerX,
playerY,
}
}*/
cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos))
win.SetMatrix(cam)
@ -127,6 +131,7 @@ func run() {
*/
//mouse := cam.Unproject(win.MousePosition())
/*
if frames%10==0 {
frameCounter += 1
}
@ -134,7 +139,7 @@ func run() {
frameCounter = 0
}
speed := 10.0
sprFrame := 0
if win.Pressed(pixelgl.KeyA) { //left
sprFrame = 6
playerX -= speed
@ -156,8 +161,11 @@ func run() {
//Sprite.Set(spritesheet, spritesFrames[0])
}
Sprite.Set(spritesheet, spritesFrames[sprFrame+frameCounter])
camPos.X = playerX
camPos.Y = playerY
*/
player.Update(win, dt)
camPos.X = player.PlayerVec.X
camPos.Y = player.PlayerVec.Y
camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
// *** Update Ends *** //
@ -165,7 +173,8 @@ func run() {
// *** Render begin *** //
win.Clear(colornames.Forestgreen)
bg.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
Sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(playerXY))
//Sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(playerXY))
player.Render(win)
//batch.Draw(win)
win.Update()