format and remove unused pointer
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93fd0c714d
commit
7d9f54c013
@ -7,37 +7,35 @@ import (
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)
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)
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type Player struct {
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type Player struct {
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X, Y float64
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X, Y float64
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PlayerVec pixel.Vec
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PlayerVec pixel.Vec
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sprFrame int
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sprFrame int
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spriteSheet pixel.Picture
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spriteSheet pixel.Picture
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sprFrames []pixel.Rect
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sprFrames []pixel.Rect
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sprite *pixel.Sprite
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sprite *pixel.Sprite
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speed float64
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speed float64
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}
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}
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func NewPlayer(win *pixelgl.Window, spriteSheet pixel.Picture) (*Player){
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func NewPlayer(win *pixelgl.Window, spriteSheet pixel.Picture) Player {
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var p Player
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var p Player
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p.X = win.Bounds().Max.X/2
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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.Y = win.Bounds().Max.Y / 2
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p.PlayerVec = pixel.Vec{
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p.PlayerVec = pixel.Vec{
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X:win.Bounds().Max.X/2,
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X: win.Bounds().Max.X / 2,
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Y:win.Bounds().Max.Y/2,
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Y: win.Bounds().Max.Y / 2,
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}
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}
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p.sprFrame = 9
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p.sprFrame = 9
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p.spriteSheet = spriteSheet
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p.spriteSheet = spriteSheet
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p.sprFrames = createSpriteFrames(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.sprite = pixel.NewSprite(spriteSheet, p.sprFrames[p.sprFrame])
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p.speed = 10.0
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p.speed = 10.0
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return &p
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return p
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}
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}
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func (p *Player) Update(win *pixelgl.Window, dt int64) {
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func (p *Player) Update(win *pixelgl.Window, dt int64) {
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var vecX, vecY float64 = 0, 0
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var vecX, vecY float64 = 0, 0
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speed := p.speed
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speed := p.speed
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if win.Pressed(pixelgl.KeyA) { //left
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if win.Pressed(pixelgl.KeyA) { //left
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p.sprFrame = 6
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p.sprFrame = 6
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vecX -= speed
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vecX -= speed
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@ -64,7 +62,7 @@ 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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p.sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(p.PlayerVec))
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}
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}
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func createSpriteFrames(spriteSheet pixel.Picture) ([]pixel.Rect) {
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func createSpriteFrames(spriteSheet pixel.Picture) []pixel.Rect {
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var sprFrames []pixel.Rect
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var sprFrames []pixel.Rect
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var frameHeight, frameWidth float64 = 96, 96
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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 y := spriteSheet.Bounds().Min.Y; y < frameHeight*4; y += 96 {
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