package main import ( "encoding/csv" "image" "image/color" "io" "math" "math/rand" "os" "strconv" "time" _ "image/png" "github.com/faiface/pixel" "github.com/faiface/pixel/imdraw" "github.com/faiface/pixel/pixelgl" "github.com/pkg/errors" "golang.org/x/image/colornames" ) func loadAnimationSheet(sheetPath, descPath string, frameWidth float64) (sheet pixel.Picture, anims map[string][]pixel.Rect, err error) { // total hack, nicely format the error at the end, so I don't have to type it every time defer func() { if err != nil { err = errors.Wrap(err, "error loading animation sheet") } }() // open and load the spritesheet sheetFile, err := os.Open(sheetPath) if err != nil { return nil, nil, err } defer sheetFile.Close() sheetImg, _, err := image.Decode(sheetFile) if err != nil { return nil, nil, err } sheet = pixel.PictureDataFromImage(sheetImg) // create a slice of frames inside the spritesheet var frames []pixel.Rect for x := 0.0; x+frameWidth <= sheet.Bounds().Max.X(); x += frameWidth { frames = append(frames, pixel.R( x, 0, x+frameWidth, sheet.Bounds().H(), )) } descFile, err := os.Open(descPath) if err != nil { return nil, nil, err } defer descFile.Close() anims = make(map[string][]pixel.Rect) // load the animation information, name and interval inside the spritesheet desc := csv.NewReader(descFile) for { anim, err := desc.Read() if err == io.EOF { break } if err != nil { return nil, nil, err } name := anim[0] start, _ := strconv.Atoi(anim[1]) end, _ := strconv.Atoi(anim[2]) anims[name] = frames[start : end+1] } return sheet, anims, nil } type platform struct { rect pixel.Rect color color.Color } func (p *platform) draw(imd *imdraw.IMDraw) { imd.Color(p.color) imd.Push(p.rect.Min, p.rect.Max) imd.Rectangle(0) } type gopherPhys struct { gravity float64 runSpeed float64 jumpSpeed float64 rect pixel.Rect vel pixel.Vec ground bool } func (gp *gopherPhys) update(dt float64, ctrl pixel.Vec, platforms []platform) { // apply controls switch { case ctrl.X() < 0: gp.vel = gp.vel.WithX(-gp.runSpeed) case ctrl.X() > 0: gp.vel = gp.vel.WithX(+gp.runSpeed) default: gp.vel = gp.vel.WithX(0) } // apply gravity and velocity gp.vel += pixel.Y(gp.gravity).Scaled(dt) gp.rect = gp.rect.Moved(gp.vel.Scaled(dt)) // check collisions agains each platform gp.ground = false if gp.vel.Y() <= 0 { for _, p := range platforms { if gp.rect.Max.X() <= p.rect.Min.X() || gp.rect.Min.X() >= p.rect.Max.X() { continue } if gp.rect.Min.Y() > p.rect.Max.Y() || gp.rect.Min.Y() < p.rect.Max.Y()+gp.vel.Y()*dt { continue } gp.vel = gp.vel.WithY(0) gp.rect = gp.rect.Moved(pixel.Y(p.rect.Max.Y() - gp.rect.Min.Y())) gp.ground = true } } // jump if on the ground and the player wants to jump if gp.ground && ctrl.Y() > 0 { gp.vel = gp.vel.WithY(gp.jumpSpeed) } } type animState int const ( idle animState = iota running jumping ) type gopherAnim struct { sheet pixel.Picture anims map[string][]pixel.Rect rate float64 state animState counter float64 dir float64 frame pixel.Rect sprite *pixel.Sprite } func (ga *gopherAnim) update(dt float64, phys *gopherPhys) { ga.counter += dt // determine the new animation state var newState animState switch { case !phys.ground: newState = jumping case phys.vel.Len() == 0: newState = idle case phys.vel.Len() > 0: newState = running } // reset the time counter if the state changed if ga.state != newState { ga.state = newState ga.counter = 0 } // determine the correct animation frame switch ga.state { case idle: ga.frame = ga.anims["Front"][0] case running: i := int(math.Floor(ga.counter / ga.rate)) ga.frame = ga.anims["Run"][i%len(ga.anims["Run"])] case jumping: speed := phys.vel.Y() i := int((-speed/phys.jumpSpeed + 1) / 2 * float64(len(ga.anims["Jump"]))) if i < 0 { i = 0 } if i >= len(ga.anims["Jump"]) { i = len(ga.anims["Jump"]) - 1 } ga.frame = ga.anims["Jump"][i] } // set the facing direction of the gopher if phys.vel.X() != 0 { if phys.vel.X() > 0 { ga.dir = +1 } else { ga.dir = -1 } } } func (ga *gopherAnim) draw(t pixel.Target, phys *gopherPhys) { if ga.sprite == nil { ga.sprite = pixel.NewSprite(nil, pixel.Rect{}) } // draw the correct frame with the correct positon and direction ga.sprite.Set(ga.sheet, ga.frame) ga.sprite.SetMatrix(pixel.IM. ScaledXY(0, pixel.V( phys.rect.W()/ga.sprite.Frame().W(), phys.rect.H()/ga.sprite.Frame().H(), )). ScaledXY(0, pixel.V(-ga.dir, 1)). Moved(phys.rect.Center()), ) ga.sprite.Draw(t) } type goal struct { pos pixel.Vec radius float64 step float64 counter float64 cols [5]pixel.RGBA } func (g *goal) update(dt float64) { g.counter += dt for g.counter > g.step { g.counter -= g.step for i := len(g.cols) - 2; i >= 0; i-- { g.cols[i+1] = g.cols[i] } g.cols[0] = randomNiceColor() } } func (g *goal) draw(imd *imdraw.IMDraw) { for i := len(g.cols) - 1; i >= 0; i-- { imd.Color(g.cols[i]) imd.Push(g.pos) imd.Circle(float64(i+1)*g.radius/float64(len(g.cols)), 0) } } func randomNiceColor() pixel.RGBA { again: r := rand.Float64() g := rand.Float64() b := rand.Float64() len := math.Sqrt(r*r + g*g + b*b) if len == 0 { goto again } return pixel.RGB(r/len, g/len, b/len) } func run() { rand.Seed(time.Now().UnixNano()) sheet, anims, err := loadAnimationSheet("sheet.png", "sheet.csv", 12) if err != nil { panic(err) } cfg := pixelgl.WindowConfig{ Title: "Platformer", Bounds: pixel.R(0, 0, 1024, 768), VSync: true, } win, err := pixelgl.NewWindow(cfg) if err != nil { panic(err) } phys := &gopherPhys{ gravity: -512, runSpeed: 64, jumpSpeed: 192, rect: pixel.R(-6, -7, 6, 7), } anim := &gopherAnim{ sheet: sheet, anims: anims, rate: 1.0 / 10, dir: +1, } // hardcoded level platforms := []platform{ {rect: pixel.R(-50, -34, 50, -32)}, {rect: pixel.R(20, 0, 70, 2)}, {rect: pixel.R(-100, 10, -50, 12)}, {rect: pixel.R(120, -22, 140, -20)}, {rect: pixel.R(120, -72, 140, -70)}, {rect: pixel.R(120, -122, 140, -120)}, {rect: pixel.R(-100, -152, 100, -150)}, {rect: pixel.R(-150, -127, -140, -125)}, {rect: pixel.R(-180, -97, -170, -95)}, {rect: pixel.R(-150, -67, -140, -65)}, {rect: pixel.R(-180, -37, -170, -35)}, {rect: pixel.R(-150, -7, -140, -5)}, } for i := range platforms { platforms[i].color = randomNiceColor() } gol := &goal{ pos: pixel.V(-75, 40), radius: 18, step: 1.0 / 7, } canvas := pixelgl.NewCanvas(pixel.R(-160/2, -120/2, 160/2, 120/2)) imd := imdraw.New(sheet) imd.Precision(32) camPos := pixel.V(0, 0) last := time.Now() for !win.Closed() { dt := time.Since(last).Seconds() last = time.Now() // lerp the camera position towards the gopher camPos = pixel.Lerp(camPos, phys.rect.Center(), 1-math.Pow(1.0/64, dt)) cam := pixel.IM.Moved(-camPos) canvas.SetMatrix(cam) // slow motion with tab if win.Pressed(pixelgl.KeyTab) { dt /= 8 } // restart the level on pressing enter if win.JustPressed(pixelgl.KeyEnter) { phys.rect = phys.rect.Moved(-phys.rect.Center()) phys.vel = 0 } // control the gopher with keys ctrl := pixel.V(0, 0) if win.Pressed(pixelgl.KeyLeft) { ctrl -= pixel.X(1) } if win.Pressed(pixelgl.KeyRight) { ctrl += pixel.X(1) } if win.JustPressed(pixelgl.KeyUp) { ctrl = ctrl.WithY(1) } // update the physics and animation phys.update(dt, ctrl, platforms) gol.update(dt) anim.update(dt, phys) // draw the scene to the canvas using IMDraw canvas.Clear(colornames.Black) imd.Clear() for _, p := range platforms { p.draw(imd) } gol.draw(imd) anim.draw(imd, phys) imd.Draw(canvas) // stretch the canvas to the window win.Clear(colornames.White) win.SetMatrix(pixel.IM.Scaled(0, math.Min( win.Bounds().W()/canvas.Bounds().W(), win.Bounds().H()/canvas.Bounds().H(), ), ).Moved(win.Bounds().Center())) canvas.Draw(win) win.Update() } } func main() { pixelgl.Run(run) }