Merge jalen's changes
This commit is contained in:
commit
4ad0995076
128
main.go
128
main.go
@ -42,24 +42,34 @@ func run() {
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if err != nil {
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panic(err)
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}
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//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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background, err := loadPicture("background.png")
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if err != nil {
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panic(err)
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}
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bg := pixel.NewSprite(background, background.Bounds())
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//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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/*
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When creating the sprite, you need to know big each frame is inside the spritesheet.
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If you use aseprite or some other pixel art program, you can find the number of pixels
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within each frame. For our sprite sheet, each frame is 96 px wide and 96 px high. So
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we increment it by 96 for both x and y so that it can get the position of the frame
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at the bottom right corner.
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*/
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var spritesFrames []pixel.Rect
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for x := spritesheet.Bounds().Min.X; x < spritesheet.Bounds().Max.X; x += 32 {
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for y := spritesheet.Bounds().Min.Y; y < spritesheet.Bounds().Max.Y; y += 32 {
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spritesFrames = append(spritesFrames, pixel.R(x, y, x+79, y+92))
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for x := spritesheet.Bounds().Min.X; x < spritesheet.Bounds().Max.X; x += 96 {
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for y := spritesheet.Bounds().Min.Y; y < spritesheet.Bounds().Max.Y; y += 96 {
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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[3])
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var (
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camPos = pixel.ZV
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camSpeed = 500.0
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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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@ -78,50 +88,82 @@ func run() {
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}
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)
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last := time.Now()
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var fps int64 = 60
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timePerFrame := 1000000000 / fps
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var lastTime int64 = time.Now().UnixNano()
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var now int64
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var dt int64
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// Game Loop
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for !win.Closed() {
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dt := time.Since(last).Seconds()
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last = time.Now()
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now = time.Now().UnixNano()
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dt += (now - lastTime)
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lastTime = time.Now().UnixNano()
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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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cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos))
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win.SetMatrix(cam)
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bg := pixel.NewSprite(background, background.Bounds())
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Sprite := pixel.NewSprite(spritesheet, spritesFrames[3])
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//mouse := cam.Unproject(win.MousePosition())
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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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if win.Pressed(pixelgl.KeyA) {
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playerX -= camSpeed * dt
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//Execute a frame.
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if dt >= timePerFrame {
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}
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// *** Update begins *** //
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camPos.X = playerX
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camPos.Y = playerY
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if win.Pressed(pixelgl.KeyD) {
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playerX += camSpeed * dt
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}
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if win.Pressed(pixelgl.KeyS) {
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playerY -= camSpeed * dt
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}
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if win.Pressed(pixelgl.KeyW) {
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playerY += camSpeed * dt
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}
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camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
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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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cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos))
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//batch.Draw(win)
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win.Update()
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win.SetMatrix(cam)
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/*
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This is where Sprite and bg was originally. Creating them over and over inside
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the main loop is not very good resource management. When i added my own dt, the game was
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only going about 22 fps, when it should've been going 60. I moved them
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out of the loop and created them up top. It fixed it and now runs faster.
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frames++
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select {
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case <-second:
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win.SetTitle(fmt.Sprintf("%s | FPS: %d", cfg.Title, frames))
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frames = 0
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default:
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the tutorial only has it in the loop with the exception that it creates it only
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if you click the button to make a tree. It only created it once and added it.
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*/
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//mouse := cam.Unproject(win.MousePosition())
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speed := 2.0
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if win.Pressed(pixelgl.KeyA) { //left
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playerX -= speed
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Sprite.Set(spritesheet, spritesFrames[2])
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}
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if win.Pressed(pixelgl.KeyD) { //Right
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playerX += speed
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Sprite.Set(spritesheet, spritesFrames[1])
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}
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if win.Pressed(pixelgl.KeyS) { //Down
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playerY -= speed
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Sprite.Set(spritesheet, spritesFrames[3])
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}
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if win.Pressed(pixelgl.KeyW) { //up
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playerY += speed
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Sprite.Set(spritesheet, spritesFrames[0])
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}
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camPos.X = playerX
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camPos.Y = playerY
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camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
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// *** Update Ends *** //
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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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//batch.Draw(win)
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win.Update()
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// *** Render End *** //
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frames++
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select {
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case <-second:
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win.SetTitle(fmt.Sprintf("%s | FPS: %d", cfg.Title, frames))
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frames = 0
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default:
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}
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}
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}
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}
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