Compare commits
26 Commits
release-v0
...
added-tile
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21
LICENSE
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21
LICENSE
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@@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2018 Zolfite
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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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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BIN
hiking.png
BIN
hiking.png
Binary file not shown.
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Before Width: | Height: | Size: 68 KiB |
105
main.go
105
main.go
@@ -1,28 +1,26 @@
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// main
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package main
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package main
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import (
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import (
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"fmt"
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"image"
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"image"
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_ "image/png"
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"math"
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"os"
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"os"
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"time"
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"time"
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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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)
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)
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//open file from the system
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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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file, err := os.Open(path)
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file, err := os.Open(path)
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if err != nil {
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if err != nil {
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return nil, err
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return nil, err
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}
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}
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//user 'defer' to close the file later on
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defer file.Close()
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defer file.Close()
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//decode the file to find it's type
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img, _, err := image.Decode(file)
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img, _, err := image.Decode(file)
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if err != nil {
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if err != nil {
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return nil, err
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return nil, err
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@@ -30,59 +28,90 @@ func loadPicture(path string) (pixel.Picture, error) {
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return pixel.PictureDataFromImage(img), nil
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return pixel.PictureDataFromImage(img), nil
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}
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}
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//Pixel's main function (because GO forced them to do it this way)
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func run() {
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func run() {
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//set the Window parameters
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cfg := pixelgl.WindowConfig{
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cfg := pixelgl.WindowConfig{
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Title: "Pixel Rocks!",
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Title: "Project RPG",
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Bounds: pixel.R(0, 0, 1024, 768),
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Bounds: pixel.R(0, 0, 1024, 768),
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VSync: true,
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VSync: true,
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}
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}
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//create a window and pass the parameters
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win, err := pixelgl.NewWindow(cfg)
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win, err := pixelgl.NewWindow(cfg)
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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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//smooth the edges of the image (antialiasing)
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spritesheet, err := loadPicture("res/sprites.png")
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win.SetSmooth(true)
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//load a specific image and catch any errors
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pic, err := loadPicture("hiking.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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//create a sprite using the loaded image
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background, err := loadPicture("res/background.png")
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sprite := pixel.NewSprite(pic, pic.Bounds())
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//set the angle of the image
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if err != nil {
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angle := 0.0
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panic(err)
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}
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bg := pixel.NewSprite(background, background.Bounds())
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//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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//set the time to compare later
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var (
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last := time.Now()
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camPos = pixel.ZV
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camZoom = 0.3
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camZoomSpeed = 1.2
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)
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//loop until window is closed by "X" button
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var (
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frames = 0
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second = time.Tick(time.Second)
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)
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player := gameobjects.NewPlayer(win, spritesheet)
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var fps int64 = 60
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timePerFrame := 1000000000 / fps
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var lastTime int64 = time.Now().UnixNano()
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var now int64
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var dt int64
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// Game Loop
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for !win.Closed() {
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for !win.Closed() {
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//compare the last time to delta time
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now = time.Now().UnixNano()
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dt := time.Since(last).Seconds()
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dt += (now - lastTime)
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last = time.Now()
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lastTime = time.Now().UnixNano()
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//set the angle according to delta time
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//Execute a frame.
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angle += 3 * dt
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if dt >= timePerFrame {
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//refresh screen and set background color
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// *** Update begins *** //
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win.Clear(colornames.Firebrick)
|
|
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|
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//set the matrix and location of spirte in window
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cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos))
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mat := pixel.IM
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|
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mat = mat.Rotated(pixel.ZV, angle)
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mat = mat.Moved(win.Bounds().Center())
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sprite.Draw(win, mat)
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//update the window
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win.SetMatrix(cam)
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win.Update()
|
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player.Update(win, dt)
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camPos.X = player.PlayerVec.X
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camPos.Y = player.PlayerVec.Y
|
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camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
|
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|
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// *** Update Ends *** //
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|
|
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// *** Render begin *** //
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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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player.Render(win)
|
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|
|
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//batch.Draw(win)
|
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win.Update()
|
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|
|
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// *** Render End *** //
|
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|
dt = 0
|
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|
frames++
|
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|
select {
|
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|
case <-second:
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|
win.SetTitle(fmt.Sprintf("%s | FPS: %d", cfg.Title, frames))
|
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|
frames = 0
|
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|
default:
|
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|
}
|
||||||
|
}
|
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}
|
}
|
||||||
}
|
}
|
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|
|
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|
|||||||
BIN
res/background.png
Normal file
BIN
res/background.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
BIN
res/sprites.png
Normal file
BIN
res/sprites.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 62 KiB |
BIN
res/tileSpriteSheet.png
Normal file
BIN
res/tileSpriteSheet.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 2.9 KiB |
Reference in New Issue
Block a user