fixed non-working player
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parent
423243302c
commit
93fd0c714d
@ -17,7 +17,7 @@ type Player struct {
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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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@ -29,45 +29,38 @@ func NewPlayer(win *pixelgl.Window, spriteSheet pixel.Picture) (*Player){
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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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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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p.X -= speed
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vecX -= speed
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}
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}
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if win.Pressed(pixelgl.KeyD) { //Right
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if win.Pressed(pixelgl.KeyD) { //Right
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p.sprFrame = 3
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p.sprFrame = 3
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p.X += speed
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vecX += speed
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}
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}
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if win.Pressed(pixelgl.KeyS) { //Down
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if win.Pressed(pixelgl.KeyS) { //Down
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p.sprFrame = 9
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p.sprFrame = 9
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p.Y -= speed
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vecY -= speed
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}
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}
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if win.Pressed(pixelgl.KeyW) { //up
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if win.Pressed(pixelgl.KeyW) { //up
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p.sprFrame = 0
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p.sprFrame = 0
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p.Y += speed
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vecY += speed
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}
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}
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p.sprite.Set(p.spriteSheet, p.sprFrames[p.sprFrame])
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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.X += vecX
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//p.PlayerVec.Y += vecY
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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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}
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func (p *Player) Render(win *pixelgl.Window) { //include batch later
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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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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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77
main.go
77
main.go
@ -53,23 +53,6 @@ func run() {
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bg := pixel.NewSprite(background, background.Bounds())
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bg := pixel.NewSprite(background, background.Bounds())
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//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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/* setting-character-sprite
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basically changed it around so the 12 frames of the character with yellow hair
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are added to spritesFrames.
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*/
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var spritesFrames []pixel.Rect
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var frameWidth, frameHeight 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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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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var (
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var (
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camPos = pixel.ZV
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camPos = pixel.ZV
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camZoom = 0.3
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camZoom = 0.3
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@ -80,16 +63,6 @@ func run() {
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frames = 0
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frames = 0
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second = time.Tick(time.Second)
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second = time.Tick(time.Second)
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)
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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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/*
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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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player := gameobjects.NewPlayer(win, spritesheet)
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player := gameobjects.NewPlayer(win, spritesheet)
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var fps int64 = 60
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var fps int64 = 60
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@ -98,9 +71,6 @@ func run() {
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var now int64
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var now int64
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var dt int64
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var dt int64
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//frameCounter := 0
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//sprFrame := 0
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// Game Loop
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// Game Loop
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for !win.Closed() {
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for !win.Closed() {
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now = time.Now().UnixNano()
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now = time.Now().UnixNano()
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@ -112,56 +82,10 @@ func run() {
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// *** Update begins *** //
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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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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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/*
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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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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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/*
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if frames%10==0 {
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frameCounter += 1
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}
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if frameCounter >= 3 {
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frameCounter = 0
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}
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speed := 10.0
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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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//Sprite.Set(spritesheet, spritesFrames[sprFrame+frameCounter])
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}
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if win.Pressed(pixelgl.KeyD) { //Right
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sprFrame = 3
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playerX += speed
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//Sprite.Set(spritesheet, spritesFrames[3])
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}
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if win.Pressed(pixelgl.KeyS) { //Down
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sprFrame = 9
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playerY -= speed
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//Sprite.Set(spritesheet, spritesFrames[9])
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}
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if win.Pressed(pixelgl.KeyW) { //up
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sprFrame = 0
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playerY += speed
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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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*/
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player.Update(win, dt)
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player.Update(win, dt)
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camPos.X = player.PlayerVec.X
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camPos.X = player.PlayerVec.X
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@ -173,7 +97,6 @@ func run() {
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// *** Render begin *** //
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// *** Render begin *** //
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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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//Sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(playerXY))
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player.Render(win)
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player.Render(win)
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//batch.Draw(win)
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//batch.Draw(win)
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