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release-v0
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master
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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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BIN
background.png
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BIN
background.png
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After Width: | Height: | Size: 17 KiB |
BIN
hiking.png
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hiking.png
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Before Width: | Height: | Size: 68 KiB |
158
main.go
158
main.go
@ -1,28 +1,25 @@
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// main
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package main
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import (
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"fmt"
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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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"time"
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_ "image/png"
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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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//open file from the system
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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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return nil, err
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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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//decode the file to find it's type
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img, _, err := image.Decode(file)
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if err != nil {
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return nil, err
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@ -30,59 +27,144 @@ func loadPicture(path string) (pixel.Picture, error) {
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return pixel.PictureDataFromImage(img), nil
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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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//set the Window parameters
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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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VSync: true,
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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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if err != nil {
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panic(err)
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}
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//smooth the edges of the image (antialiasing)
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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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spritesheet, err := loadPicture("sprites.png")
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if err != nil {
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panic(err)
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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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sprite := pixel.NewSprite(pic, pic.Bounds())
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background, err := loadPicture("background.png")
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//set the angle of the image
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angle := 0.0
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if err != nil {
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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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last := time.Now()
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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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//loop until window is closed by "X" button
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var (
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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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camZoomSpeed = 1.2
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)
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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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playerX := win.Bounds().Max.X / 2
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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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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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//compare the last time to delta time
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dt := time.Since(last).Seconds()
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last = time.Now()
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now = time.Now().UnixNano()
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dt += (now - lastTime)
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lastTime = time.Now().UnixNano()
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//set the angle according to delta time
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angle += 3 * dt
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//Execute a frame.
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if dt >= timePerFrame {
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//refresh screen and set background color
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win.Clear(colornames.Firebrick)
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// *** Update begins *** //
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//set the matrix and location of spirte in window
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mat := pixel.IM
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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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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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//update the window
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win.Update()
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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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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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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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// *** Update Ends *** //
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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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Sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(playerXY))
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//batch.Draw(win)
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win.Update()
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// *** Render End *** //
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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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}
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BIN
sprites.png
Normal file
BIN
sprites.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 62 KiB |
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