Change tree sprite to character sprite; use wasd instead of arrow keys
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parent
373f5800ea
commit
69977a3096
12
main.go
12
main.go
@ -38,7 +38,7 @@ func run() {
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panic(err)
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panic(err)
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}
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}
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spritesheet, err := loadPicture("trees.png")
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spritesheet, err := loadPicture("sprites.png")
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if err != nil {
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if err != nil {
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panic(err)
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panic(err)
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}
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}
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@ -50,17 +50,17 @@ func run() {
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}
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}
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//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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var treesFrames []pixel.Rect
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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 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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for y := spritesheet.Bounds().Min.Y; y < spritesheet.Bounds().Max.Y; y += 32 {
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treesFrames = append(treesFrames, pixel.R(x, y, x+32, y+32))
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spritesFrames = append(spritesFrames, pixel.R(x, y, x+79, y+92))
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}
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}
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}
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}
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var (
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var (
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camPos = pixel.ZV
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camPos = pixel.ZV
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camSpeed = 500.0
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camSpeed = 500.0
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camZoom = 1.0
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camZoom = 0.3
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camZoomSpeed = 1.2
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camZoomSpeed = 1.2
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)
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)
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@ -90,11 +90,11 @@ func run() {
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cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos))
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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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win.SetMatrix(cam)
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bg := pixel.NewSprite(background, background.Bounds())
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bg := pixel.NewSprite(background, background.Bounds())
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tree := pixel.NewSprite(spritesheet, treesFrames[0])
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Sprite := pixel.NewSprite(spritesheet, spritesFrames[3])
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//mouse := cam.Unproject(win.MousePosition())
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//mouse := cam.Unproject(win.MousePosition())
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win.Clear(colornames.Forestgreen)
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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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bg.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
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tree.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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if win.Pressed(pixelgl.KeyA) {
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if win.Pressed(pixelgl.KeyA) {
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playerX -= camSpeed * dt
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playerX -= camSpeed * dt
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