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4 Commits
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setting-ch
Author | SHA1 | Date | |
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f35e404703 | ||
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748f605bff | ||
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297e33d89e | ||
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452bd9cdc3 |
43
main.go
43
main.go
@ -52,20 +52,22 @@ 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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/* setting-character-sprite
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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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basically changed it around so the 12 frames of the character with yellow hair
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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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are added to spritesFrames.
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at the bottom right corner.
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*/
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*/
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var spritesFrames []pixel.Rect
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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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var frameWidth, frameHeight float64 = 96, 96
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for y := spritesheet.Bounds().Min.Y; y < spritesheet.Bounds().Max.Y; y += 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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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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}
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}
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Sprite := pixel.NewSprite(spritesheet, spritesFrames[3])
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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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@ -94,6 +96,8 @@ 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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// 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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@ -123,24 +127,35 @@ func run() {
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*/
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*/
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//mouse := cam.Unproject(win.MousePosition())
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//mouse := cam.Unproject(win.MousePosition())
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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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speed := 10.0
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sprFrame := 0
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if win.Pressed(pixelgl.KeyA) { //left
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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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playerX -= speed
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Sprite.Set(spritesheet, spritesFrames[2])
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//Sprite.Set(spritesheet, spritesFrames[sprFrame+frameCounter])
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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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sprFrame = 3
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playerX += speed
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playerX += speed
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Sprite.Set(spritesheet, spritesFrames[1])
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//Sprite.Set(spritesheet, spritesFrames[3])
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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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sprFrame = 9
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playerY -= speed
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playerY -= speed
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Sprite.Set(spritesheet, spritesFrames[3])
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//Sprite.Set(spritesheet, spritesFrames[9])
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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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sprFrame = 0
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playerY += speed
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playerY += speed
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Sprite.Set(spritesheet, spritesFrames[0])
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//Sprite.Set(spritesheet, spritesFrames[0])
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}
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}
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Sprite.Set(spritesheet, spritesFrames[sprFrame+frameCounter])
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camPos.X = playerX
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camPos.X = playerX
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camPos.Y = playerY
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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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