package main import ( "fmt" "image" "math" "os" "time" _ "image/png" "github.com/faiface/pixel" "github.com/faiface/pixel/pixelgl" "golang.org/x/image/colornames" ) func loadPicture(path string) (pixel.Picture, error) { file, err := os.Open(path) if err != nil { return nil, err } defer file.Close() img, _, err := image.Decode(file) if err != nil { return nil, err } return pixel.PictureDataFromImage(img), nil } func run() { cfg := pixelgl.WindowConfig{ Title: "Project RPG", Bounds: pixel.R(0, 0, 1024, 768), VSync: true, } win, err := pixelgl.NewWindow(cfg) if err != nil { panic(err) } spritesheet, err := loadPicture("sprites.png") if err != nil { panic(err) } //batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet) background, err := loadPicture("background.png") if err != nil { panic(err) } bg := pixel.NewSprite(background, background.Bounds()) //batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet) /* setting-character-sprite basically changed it around so the 12 frames of the character with yellow hair are added to spritesFrames. */ var spritesFrames []pixel.Rect var frameWidth, frameHeight float64 = 96, 96 for y := spritesheet.Bounds().Min.Y; y < frameHeight*4; y += 96 { for x := spritesheet.Bounds().Min.X; x < frameWidth*3; x += 96 { spritesFrames = append(spritesFrames, pixel.R(x, y, x+96, y+96)) // (x, y, width, height) of frame } } Sprite := pixel.NewSprite(spritesheet, spritesFrames[9]) 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 frameCounter := 0 // Game Loop for !win.Closed() { now = time.Now().UnixNano() dt += (now - lastTime) lastTime = time.Now().UnixNano() //Execute a frame. if dt >= timePerFrame { // *** Update begins *** // playerXY = pixel.Vec{ playerX, playerY, } cam := pixel.IM.Scaled(camPos, camZoom).Moved(win.Bounds().Center().Sub(camPos)) 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()) if frames%10==0 { frameCounter += 1 } if frameCounter >= 3 { frameCounter = 0 } speed := 10.0 sprFrame := 0 if win.Pressed(pixelgl.KeyA) { //left sprFrame = 6 playerX -= speed //Sprite.Set(spritesheet, spritesFrames[sprFrame+frameCounter]) } if win.Pressed(pixelgl.KeyD) { //Right sprFrame = 3 playerX += speed //Sprite.Set(spritesheet, spritesFrames[3]) } if win.Pressed(pixelgl.KeyS) { //Down sprFrame = 9 playerY -= speed //Sprite.Set(spritesheet, spritesFrames[9]) } if win.Pressed(pixelgl.KeyW) { //up sprFrame = 0 playerY += speed //Sprite.Set(spritesheet, spritesFrames[0]) } Sprite.Set(spritesheet, spritesFrames[sprFrame+frameCounter]) 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: } } } } func main() { pixelgl.Run(run) }