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added-tile
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64d8907741 | ||
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297e33d89e | ||
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452bd9cdc3 |
78
gameobjects/animate.go
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78
gameobjects/animate.go
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@ -0,0 +1,78 @@
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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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Speed int64
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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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animation.Speed = 6
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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/ a.Speed{
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a.Frame++
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elapsedTime -= 1000000000 / a.Speed
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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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86
gameobjects/player.go
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86
gameobjects/player.go
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@ -0,0 +1,86 @@
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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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//"fmt"
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)
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type Player struct {
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PlayerVec pixel.Vec
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sprFrame int
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spriteSheet pixel.Picture
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sprFrames []pixel.Rect
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sprite *pixel.Sprite
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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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func NewPlayer(win *pixelgl.Window, spriteSheet pixel.Picture) Player {
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var p Player
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p.PlayerVec = pixel.Vec{
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X: win.Bounds().Max.X / 2,
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Y: win.Bounds().Max.Y / 2,
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}
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p.sprFrame = 9
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p.spriteSheet = spriteSheet
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p.sprFrames = createSpriteFrames(spriteSheet)
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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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return p
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}
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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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if win.Pressed(pixelgl.KeyA) { //left
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p.sprFrame = 6
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p.dir = 2
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vecX -= speed
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}
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if win.Pressed(pixelgl.KeyD) { //Right
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p.sprFrame = 3
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p.dir = 3
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vecX += speed
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}
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if win.Pressed(pixelgl.KeyS) { //Down
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p.sprFrame = 9
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p.dir = 1
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vecY -= speed
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}
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if win.Pressed(pixelgl.KeyW) { //up
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p.sprFrame = 0
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p.dir = 0
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vecY += speed
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}
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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.Y += vecY
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}
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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.animation.Render(win, p.PlayerVec)
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}
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func createSpriteFrames(spriteSheet pixel.Picture) []pixel.Rect {
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var sprFrames []pixel.Rect
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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 x := spriteSheet.Bounds().Min.X; x < frameWidth*3; x += 96 {
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sprFrames = append(sprFrames, 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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return sprFrames
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}
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71
main.go
71
main.go
@ -9,6 +9,7 @@ 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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@ -38,13 +39,13 @@ 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("sprites.png")
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spritesheet, err := loadPicture("res/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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//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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background, err := loadPicture("background.png")
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background, err := loadPicture("res/background.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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@ -52,24 +53,8 @@ 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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/*
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When creating the sprite, you need to know big each frame is inside the spritesheet.
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If you use aseprite or some other pixel art program, you can find the number of pixels
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within each frame. For our sprite sheet, each frame is 96 px wide and 96 px high. So
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we increment it by 96 for both x and y so that it can get the position of the frame
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at the bottom right corner.
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*/
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var spritesFrames []pixel.Rect
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for x := spritesheet.Bounds().Min.X; x < spritesheet.Bounds().Max.X; x += 96 {
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for y := spritesheet.Bounds().Min.Y; y < spritesheet.Bounds().Max.Y; y += 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[3])
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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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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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@ -78,15 +63,7 @@ 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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player := gameobjects.NewPlayer(win, spritesheet)
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playerY := win.Bounds().Max.Y / 2
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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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var fps int64 = 60
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var fps int64 = 60
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timePerFrame := 1000000000 / fps
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timePerFrame := 1000000000 / fps
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@ -105,44 +82,14 @@ func run() {
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// *** Update begins *** //
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// *** Update begins *** //
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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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player.Update(win, dt)
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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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camPos.X = player.PlayerVec.X
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camPos.Y = player.PlayerVec.Y
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speed := 10.0
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if win.Pressed(pixelgl.KeyA) { //left
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playerX -= speed
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Sprite.Set(spritesheet, spritesFrames[2])
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}
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if win.Pressed(pixelgl.KeyD) { //Right
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playerX += speed
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Sprite.Set(spritesheet, spritesFrames[1])
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}
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if win.Pressed(pixelgl.KeyS) { //Down
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playerY -= speed
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Sprite.Set(spritesheet, spritesFrames[3])
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}
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if win.Pressed(pixelgl.KeyW) { //up
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playerY += speed
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Sprite.Set(spritesheet, spritesFrames[0])
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}
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camPos.X = playerX
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camPos.Y = playerY
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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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// *** Update Ends *** //
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// *** Update Ends *** //
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@ -150,13 +97,13 @@ 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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//batch.Draw(win)
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//batch.Draw(win)
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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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Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 17 KiB |
Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 62 KiB |
BIN
res/tileSpriteSheet.png
Normal file
BIN
res/tileSpriteSheet.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.9 KiB |
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Block a user