Animate sprite
This commit is contained in:
76
gameobjects/animate.go
Normal file
76
gameobjects/animate.go
Normal file
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package gameobjects
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import (
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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)
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type Animate struct {
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//PlayerVec pixel.Vec
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Sprite *pixel.Sprite
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Up []pixel.Rect
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Down []pixel.Rect
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Left []pixel.Rect
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Right []pixel.Rect
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Idle bool
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Dir int
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Frame int
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Current []pixel.Rect
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SprSheet pixel.Picture
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}
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func NewAnimation(spriteSheet pixel.Picture, sprFrames []pixel.Rect) Animate {
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var animation Animate
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for i := 0; i < 3; i++ {
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animation.Up = append(animation.Up, sprFrames[i])
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}
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for i := 3; i < 6; i++ {
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animation.Right = append(animation.Right, sprFrames[i])
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}
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for i := 6; i < 9; i++ {
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animation.Left = append(animation.Left, sprFrames[i])
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}
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for i := 9; i < 12; i++ {
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animation.Down = append(animation.Down, sprFrames[i])
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}
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animation.Current = animation.Down
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animation.SprSheet = spriteSheet
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animation.Sprite = pixel.NewSprite(spriteSheet, animation.Current[0])
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animation.Frame = 0
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animation.Idle = false
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return animation
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}
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var elapsedTime int64 = 0
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func (a *Animate) Update(dt int64) {
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var direction int = a.Dir
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switch direction {
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case 0:
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a.Current = a.Up
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case 1:
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a.Current = a.Down
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case 2:
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a.Current = a.Left
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case 3:
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a.Current = a.Right
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}
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elapsedTime += dt
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if elapsedTime >= 1000000000/10 {
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a.Frame++
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elapsedTime -= 1000000000 / 10
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}
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if a.Frame >= 3 {
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a.Frame = 0
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}
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if a.Idle {
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a.Frame = 0
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}
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a.Sprite.Set(a.SprSheet, a.Current[a.Frame])
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}
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func (a *Animate) Render(win *pixelgl.Window, pVec pixel.Vec) {
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a.Sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(pVec))
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}
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@@ -7,19 +7,18 @@ 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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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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dir int
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animation Animate
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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.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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@@ -27,7 +26,8 @@ func NewPlayer(win *pixelgl.Window, spriteSheet pixel.Picture) Player {
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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.animation = NewAnimation(p.spriteSheet, p.sprFrames)
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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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@@ -38,28 +38,40 @@ func (p *Player) Update(win *pixelgl.Window, dt int64) {
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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.dir = 2
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vecX -= 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.dir = 3
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vecX += 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.dir = 1
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vecY -= 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.dir = 0
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vecY += 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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if vecY == 0 && vecX == 0 {
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p.animation.Idle = true
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} else {
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p.animation.Idle = false
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}
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//p.sprite.Set(p.spriteSheet, p.sprFrames[p.sprFrame])
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p.animation.Dir = p.dir
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p.animation.Update(dt)
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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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}
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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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p.animation.Render(win, 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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10
main.go
10
main.go
@@ -9,10 +9,10 @@ import (
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_ "image/png"
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_ "image/png"
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"gitbutter.pw/zolfite/project-rpg/gameobjects"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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"golang.org/x/image/colornames"
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"gitbutter.pw/zolfite/project-rpg/gameobjects"
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)
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)
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func loadPicture(path string) (pixel.Picture, error) {
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func loadPicture(path string) (pixel.Picture, error) {
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@@ -54,7 +54,7 @@ func run() {
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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 (
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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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camZoomSpeed = 1.2
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camZoomSpeed = 1.2
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)
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)
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@@ -85,9 +85,9 @@ 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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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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camPos.Y = player.PlayerVec.Y
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camPos.Y = player.PlayerVec.Y
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camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
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camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
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@@ -103,7 +103,7 @@ func run() {
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win.Update()
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win.Update()
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// *** Render End *** //
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// *** Render End *** //
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dt = 0
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frames++
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frames++
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select {
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select {
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case <-second:
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case <-second:
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