2017-04-22 06:09:23 -05:00
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package main
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import (
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"encoding/csv"
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"image"
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"image/color"
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"io"
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"math"
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"math/rand"
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"os"
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"strconv"
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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/imdraw"
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"github.com/faiface/pixel/pixelgl"
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"github.com/pkg/errors"
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"golang.org/x/image/colornames"
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)
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func loadAnimationSheet(sheetPath, descPath string, frameWidth float64) (sheet pixel.Picture, anims map[string][]pixel.Rect, err error) {
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// total hack, nicely format the error at the end, so I don't have to type it every time
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defer func() {
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if err != nil {
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err = errors.Wrap(err, "error loading animation sheet")
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}
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}()
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// open and load the spritesheet
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sheetFile, err := os.Open(sheetPath)
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if err != nil {
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return nil, nil, err
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}
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defer sheetFile.Close()
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sheetImg, _, err := image.Decode(sheetFile)
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if err != nil {
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return nil, nil, err
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}
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sheet = pixel.PictureDataFromImage(sheetImg)
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// create a slice of frames inside the spritesheet
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var frames []pixel.Rect
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for x := 0.0; x+frameWidth <= sheet.Bounds().Max.X(); x += frameWidth {
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frames = append(frames, pixel.R(
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x,
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0,
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x+frameWidth,
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sheet.Bounds().H(),
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))
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}
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descFile, err := os.Open(descPath)
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if err != nil {
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return nil, nil, err
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}
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defer descFile.Close()
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anims = make(map[string][]pixel.Rect)
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// load the animation information, name and interval inside the spritesheet
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desc := csv.NewReader(descFile)
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for {
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anim, err := desc.Read()
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if err == io.EOF {
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break
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}
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if err != nil {
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return nil, nil, err
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}
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name := anim[0]
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start, _ := strconv.Atoi(anim[1])
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end, _ := strconv.Atoi(anim[2])
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anims[name] = frames[start : end+1]
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}
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return sheet, anims, nil
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}
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type platform struct {
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rect pixel.Rect
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color color.Color
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}
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func (p *platform) draw(imd *imdraw.IMDraw) {
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imd.Color(p.color)
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imd.Push(p.rect.Min, p.rect.Max)
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imd.Rectangle(0)
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}
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type gopherPhys struct {
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gravity float64
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runSpeed float64
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jumpSpeed float64
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rect pixel.Rect
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vel pixel.Vec
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ground bool
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}
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func (gp *gopherPhys) update(dt float64, ctrl pixel.Vec, platforms []platform) {
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// apply controls
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switch {
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case ctrl.X() < 0:
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gp.vel = gp.vel.WithX(-gp.runSpeed)
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case ctrl.X() > 0:
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gp.vel = gp.vel.WithX(+gp.runSpeed)
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default:
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gp.vel = gp.vel.WithX(0)
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}
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// apply gravity and velocity
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gp.vel += pixel.Y(gp.gravity).Scaled(dt)
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gp.rect = gp.rect.Moved(gp.vel.Scaled(dt))
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// check collisions agains each platform
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gp.ground = false
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if gp.vel.Y() <= 0 {
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for _, p := range platforms {
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if gp.rect.Max.X() <= p.rect.Min.X() || gp.rect.Min.X() >= p.rect.Max.X() {
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continue
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}
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if gp.rect.Min.Y() > p.rect.Max.Y() || gp.rect.Min.Y() < p.rect.Max.Y()+gp.vel.Y()*dt {
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continue
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}
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gp.vel = gp.vel.WithY(0)
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gp.rect = gp.rect.Moved(pixel.Y(p.rect.Max.Y() - gp.rect.Min.Y()))
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gp.ground = true
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}
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}
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// jump if on the ground and the player wants to jump
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if gp.ground && ctrl.Y() > 0 {
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gp.vel = gp.vel.WithY(gp.jumpSpeed)
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}
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}
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type animState int
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const (
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idle animState = iota
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running
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jumping
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)
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type gopherAnim struct {
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sheet pixel.Picture
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anims map[string][]pixel.Rect
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rate float64
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state animState
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counter float64
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dir float64
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frame pixel.Rect
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sprite *pixel.Sprite
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}
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func (ga *gopherAnim) update(dt float64, phys *gopherPhys) {
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ga.counter += dt
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// determine the new animation state
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var newState animState
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switch {
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case !phys.ground:
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newState = jumping
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case phys.vel.Len() == 0:
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newState = idle
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case phys.vel.Len() > 0:
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newState = running
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}
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// reset the time counter if the state changed
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if ga.state != newState {
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ga.state = newState
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ga.counter = 0
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}
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// determine the correct animation frame
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switch ga.state {
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case idle:
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ga.frame = ga.anims["Front"][0]
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case running:
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i := int(math.Floor(ga.counter / ga.rate))
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ga.frame = ga.anims["Run"][i%len(ga.anims["Run"])]
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case jumping:
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speed := phys.vel.Y()
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i := int((-speed/phys.jumpSpeed + 1) / 2 * float64(len(ga.anims["Jump"])))
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if i < 0 {
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i = 0
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}
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if i >= len(ga.anims["Jump"]) {
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i = len(ga.anims["Jump"]) - 1
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}
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ga.frame = ga.anims["Jump"][i]
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}
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// set the facing direction of the gopher
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if phys.vel.X() != 0 {
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if phys.vel.X() > 0 {
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ga.dir = +1
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} else {
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ga.dir = -1
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}
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}
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}
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func (ga *gopherAnim) draw(t pixel.Target, phys *gopherPhys) {
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if ga.sprite == nil {
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ga.sprite = pixel.NewSprite(nil, pixel.Rect{})
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}
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// draw the correct frame with the correct positon and direction
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ga.sprite.Set(ga.sheet, ga.frame)
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ga.sprite.SetMatrix(pixel.IM.
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ScaledXY(0, pixel.V(
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phys.rect.W()/ga.sprite.Frame().W(),
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phys.rect.H()/ga.sprite.Frame().H(),
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)).
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ScaledXY(0, pixel.V(-ga.dir, 1)).
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Moved(phys.rect.Center()),
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)
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ga.sprite.Draw(t)
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}
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type goal struct {
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pos pixel.Vec
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radius float64
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step float64
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counter float64
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cols [5]pixel.RGBA
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}
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func (g *goal) update(dt float64) {
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g.counter += dt
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for g.counter > g.step {
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g.counter -= g.step
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for i := len(g.cols) - 2; i >= 0; i-- {
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g.cols[i+1] = g.cols[i]
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}
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g.cols[0] = randomNiceColor()
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}
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}
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func (g *goal) draw(imd *imdraw.IMDraw) {
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for i := len(g.cols) - 1; i >= 0; i-- {
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imd.Color(g.cols[i])
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imd.Push(g.pos)
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imd.Circle(float64(i+1)*g.radius/float64(len(g.cols)), 0)
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}
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}
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func randomNiceColor() pixel.RGBA {
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again:
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r := rand.Float64()
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g := rand.Float64()
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b := rand.Float64()
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len := math.Sqrt(r*r + g*g + b*b)
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if len == 0 {
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goto again
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}
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return pixel.RGB(r/len, g/len, b/len)
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}
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func run() {
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rand.Seed(time.Now().UnixNano())
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sheet, anims, err := loadAnimationSheet("sheet.png", "sheet.csv", 12)
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if err != nil {
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panic(err)
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}
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cfg := pixelgl.WindowConfig{
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Title: "Platformer",
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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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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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phys := &gopherPhys{
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gravity: -512,
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runSpeed: 64,
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jumpSpeed: 192,
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rect: pixel.R(-6, -7, 6, 7),
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}
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anim := &gopherAnim{
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sheet: sheet,
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anims: anims,
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rate: 1.0 / 10,
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dir: +1,
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}
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// hardcoded level
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platforms := []platform{
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{rect: pixel.R(-50, -34, 50, -32)},
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{rect: pixel.R(20, 0, 70, 2)},
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{rect: pixel.R(-100, 10, -50, 12)},
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{rect: pixel.R(120, -22, 140, -20)},
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{rect: pixel.R(120, -72, 140, -70)},
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{rect: pixel.R(120, -122, 140, -120)},
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{rect: pixel.R(-100, -152, 100, -150)},
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{rect: pixel.R(-150, -127, -140, -125)},
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{rect: pixel.R(-180, -97, -170, -95)},
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{rect: pixel.R(-150, -67, -140, -65)},
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{rect: pixel.R(-180, -37, -170, -35)},
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{rect: pixel.R(-150, -7, -140, -5)},
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}
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for i := range platforms {
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platforms[i].color = randomNiceColor()
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}
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gol := &goal{
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pos: pixel.V(-75, 40),
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radius: 18,
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step: 1.0 / 7,
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}
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canvas := pixelgl.NewCanvas(pixel.R(-160/2, -120/2, 160/2, 120/2))
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imd := imdraw.New(sheet)
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imd.Precision(32)
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camPos := pixel.V(0, 0)
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last := time.Now()
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for !win.Closed() {
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dt := time.Since(last).Seconds()
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last = time.Now()
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// lerp the camera position towards the gopher
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2017-04-22 07:20:51 -05:00
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camPos = pixel.Lerp(camPos, phys.rect.Center(), 1-math.Pow(1.0/128, dt))
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2017-04-22 06:09:23 -05:00
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cam := pixel.IM.Moved(-camPos)
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canvas.SetMatrix(cam)
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// slow motion with tab
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if win.Pressed(pixelgl.KeyTab) {
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dt /= 8
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}
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// restart the level on pressing enter
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if win.JustPressed(pixelgl.KeyEnter) {
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phys.rect = phys.rect.Moved(-phys.rect.Center())
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phys.vel = 0
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}
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// control the gopher with keys
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ctrl := pixel.V(0, 0)
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if win.Pressed(pixelgl.KeyLeft) {
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ctrl -= pixel.X(1)
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}
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if win.Pressed(pixelgl.KeyRight) {
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ctrl += pixel.X(1)
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}
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if win.JustPressed(pixelgl.KeyUp) {
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ctrl = ctrl.WithY(1)
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}
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// update the physics and animation
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phys.update(dt, ctrl, platforms)
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gol.update(dt)
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anim.update(dt, phys)
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// draw the scene to the canvas using IMDraw
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canvas.Clear(colornames.Black)
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imd.Clear()
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for _, p := range platforms {
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p.draw(imd)
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}
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gol.draw(imd)
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anim.draw(imd, phys)
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imd.Draw(canvas)
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// stretch the canvas to the window
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win.Clear(colornames.White)
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win.SetMatrix(pixel.IM.Scaled(0,
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math.Min(
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win.Bounds().W()/canvas.Bounds().W(),
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win.Bounds().H()/canvas.Bounds().H(),
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),
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).Moved(win.Bounds().Center()))
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canvas.Draw(win)
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win.Update()
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}
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}
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func main() {
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pixelgl.Run(run)
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}
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