Added a handler, update, and render
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parent
736ffaa9da
commit
b2e8ec4f3d
52
main.go
52
main.go
@ -5,12 +5,20 @@ import (
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"image"
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_ "image/png"
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"os"
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"time"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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)
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//something like this should handle everything within the game.
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//this is not the final form. I was just testing things.
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type Handler struct {
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s *pixel.Sprite
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x, y float64
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}
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func loadPicture(path string) (pixel.Picture, error) {
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file, err := os.Open(path)
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if err != nil {
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@ -29,7 +37,7 @@ func run() {
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cfg := pixelgl.WindowConfig{
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Title: "Pixel Rocks!",
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Bounds: pixel.R(0, 0, 1024, 768),
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VSync: true,
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//Going to use different method then vsync
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}
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win, err := pixelgl.NewWindow(cfg)
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@ -44,14 +52,50 @@ func run() {
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sprite := pixel.NewSprite(pic, pic.Bounds())
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win.Clear(colornames.Skyblue)
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sprite.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
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//Create handler
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var handler Handler
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handler.s = sprite
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handler.x = 0
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handler.y = 0
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//Game Loop -- Should be 60 fps
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var timePerFrame int64 = 1000000000/60
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last := time.Now().UnixNano()
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var now, dt int64
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for !win.Closed() {
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win.Update()
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now = time.Now().UnixNano()
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dt += now-last
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last = now
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if (dt >= timePerFrame) {
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dt -= 0
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update(&handler)
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render(handler, win)
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}
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}
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}
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func main() {
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pixelgl.Run(run)
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}
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func update(handler *Handler) {
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handler.x += 0.5
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handler.y += 0.5
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}
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func render(handler Handler, win *pixelgl.Window) {
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win.Clear(colornames.Skyblue)
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//Draw here---
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handler.s.Draw(win, pixel.IM.Moved(pixel.V(handler.x,handler.y)))
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//---DrawEnd
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//update
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win.Update()
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}
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