15 Commits

5 changed files with 141 additions and 38 deletions

21
LICENSE Normal file
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MIT License
Copyright (c) 2018 Zolfite
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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158
main.go
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@ -1,28 +1,25 @@
// main
package main
import (
"fmt"
"image"
_ "image/png"
"math"
"os"
"time"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
//open file from the system
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
//user 'defer' to close the file later on
defer file.Close()
//decode the file to find it's type
img, _, err := image.Decode(file)
if err != nil {
return nil, err
@ -30,59 +27,144 @@ func loadPicture(path string) (pixel.Picture, error) {
return pixel.PictureDataFromImage(img), nil
}
//Pixel's main function (because GO forced them to do it this way)
func run() {
//set the Window parameters
cfg := pixelgl.WindowConfig{
Title: "Pixel Rocks!",
Title: "Project RPG",
Bounds: pixel.R(0, 0, 1024, 768),
VSync: true,
}
//create a window and pass the parameters
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
//smooth the edges of the image (antialiasing)
win.SetSmooth(true)
//load a specific image and catch any errors
pic, err := loadPicture("hiking.png")
spritesheet, err := loadPicture("sprites.png")
if err != nil {
panic(err)
}
//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
//create a sprite using the loaded image
sprite := pixel.NewSprite(pic, pic.Bounds())
background, err := loadPicture("background.png")
//set the angle of the image
angle := 0.0
if err != nil {
panic(err)
}
bg := pixel.NewSprite(background, background.Bounds())
//batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
//set the time to compare later
last := time.Now()
/*
When creating the sprite, you need to know big each frame is inside the spritesheet.
If you use aseprite or some other pixel art program, you can find the number of pixels
within each frame. For our sprite sheet, each frame is 96 px wide and 96 px high. So
we increment it by 96 for both x and y so that it can get the position of the frame
at the bottom right corner.
*/
var spritesFrames []pixel.Rect
for x := spritesheet.Bounds().Min.X; x < spritesheet.Bounds().Max.X; x += 96 {
for y := spritesheet.Bounds().Min.Y; y < spritesheet.Bounds().Max.Y; y += 96 {
spritesFrames = append(spritesFrames, pixel.R(x, y, x+96, y+96)) // (x, y, width, height) of frame
}
}
Sprite := pixel.NewSprite(spritesheet, spritesFrames[3])
//loop until window is closed by "X" button
var (
camPos = pixel.ZV
//camSpeed = 500.0
camZoom = 0.3
camZoomSpeed = 1.2
)
var (
frames = 0
second = time.Tick(time.Second)
)
playerX := win.Bounds().Max.X / 2
playerY := win.Bounds().Max.Y / 2
var (
playerXY = pixel.Vec{
playerX,
playerY,
}
)
var fps int64 = 60
timePerFrame := 1000000000 / fps
var lastTime int64 = time.Now().UnixNano()
var now int64
var dt int64
// Game Loop
for !win.Closed() {
//compare the last time to delta time
dt := time.Since(last).Seconds()
last = time.Now()
now = time.Now().UnixNano()
dt += (now - lastTime)
lastTime = time.Now().UnixNano()
//set the angle according to delta time
angle += 3 * dt
//Execute a frame.
if dt >= timePerFrame {
//refresh screen and set background color
win.Clear(colornames.Firebrick)
// *** Update begins *** //
//set the matrix and location of spirte in window
mat := pixel.IM
mat = mat.Rotated(pixel.ZV, angle)
mat = mat.Moved(win.Bounds().Center())
sprite.Draw(win, mat)
playerXY = pixel.Vec{
playerX,
playerY,
}
cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos))
//update the window
win.Update()
win.SetMatrix(cam)
/*
This is where Sprite and bg was originally. Creating them over and over inside
the main loop is not very good resource management. When i added my own dt, the game was
only going about 22 fps, when it should've been going 60. I moved them
out of the loop and created them up top. It fixed it and now runs faster.
the tutorial only has it in the loop with the exception that it creates it only
if you click the button to make a tree. It only created it once and added it.
*/
//mouse := cam.Unproject(win.MousePosition())
speed := 10.0
if win.Pressed(pixelgl.KeyA) { //left
playerX -= speed
Sprite.Set(spritesheet, spritesFrames[2])
}
if win.Pressed(pixelgl.KeyD) { //Right
playerX += speed
Sprite.Set(spritesheet, spritesFrames[1])
}
if win.Pressed(pixelgl.KeyS) { //Down
playerY -= speed
Sprite.Set(spritesheet, spritesFrames[3])
}
if win.Pressed(pixelgl.KeyW) { //up
playerY += speed
Sprite.Set(spritesheet, spritesFrames[0])
}
camPos.X = playerX
camPos.Y = playerY
camZoom *= math.Pow(camZoomSpeed, win.MouseScroll().Y)
// *** Update Ends *** //
// *** Render begin *** //
win.Clear(colornames.Forestgreen)
bg.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
Sprite.Draw(win, pixel.IM.Scaled(pixel.ZV, 4).Moved(playerXY))
//batch.Draw(win)
win.Update()
// *** Render End *** //
frames++
select {
case <-second:
win.SetTitle(fmt.Sprintf("%s | FPS: %d", cfg.Title, frames))
frames = 0
default:
}
}
}
}

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