package main import ( "fmt" "image" "io/ioutil" "os" "time" "github.com/go-gl/mathgl/mgl32" _ "image/png" "github.com/faiface/pixel" "github.com/faiface/pixel/pixelgl" "github.com/faiface/pixel/text" "github.com/golang/freetype/truetype" "golang.org/x/image/colornames" ) // InstallShader ... func InstallShader(c *pixelgl.Canvas, uTime *float32, uMouse, uGopherPos *mgl32.Vec2) { c.BindUniform("u_time", uTime) c.BindUniform("u_mouse", uMouse) c.BindUniform("u_gopherpos", uGopherPos) c.SetFragmentShader(cloudsFragmentShader) c.UpdateShader() } 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 loadSprite(path string) (pixel.Sprite, error) { pic, err := loadPicture(path) if err != nil { return *pixel.NewSprite(pic, pic.Bounds()), err } sprite := pixel.NewSprite(pic, pic.Bounds()) return *sprite, nil } func loadTTF(path string, size float64, origin pixel.Vec) *text.Text { file, err := os.Open(path) if err != nil { panic(err) } defer file.Close() bytes, err := ioutil.ReadAll(file) if err != nil { panic(err) } font, err := truetype.Parse(bytes) if err != nil { panic(err) } face := truetype.NewFace(font, &truetype.Options{ Size: size, GlyphCacheEntries: 1, }) atlas := text.NewAtlas(face, text.ASCII) txt := text.New(origin, atlas) return txt } func run() { // Set up window configs cfg := pixelgl.WindowConfig{ // Default: 1024 x 768 Title: "Golang Jetpack!", Bounds: pixel.R(0, 0, 1024, 768), VSync: true, } win, err := pixelgl.NewWindow(cfg) if err != nil { panic(err) } // Importantr variables var jetX, jetY, velX, velY, radians float64 flipped := 1.0 jetpackOn := false gravity := 0.6 // Default: 0.004 jetAcc := 0.9 // Default: 0.008 tilt := 0.01 // Default: 0.001 whichOn := false onNumber := 0 jetpackOffName := "jetpack.png" jetpackOn1Name := "jetpack-on.png" jetpackOn2Name := "jetpack-on2.png" camVector := win.Bounds().Center() var uTime float32 var uMouse, uGopherPos mgl32.Vec2 bounds := win.Bounds() bounds.Max = bounds.Max.ScaledXY(pixel.V(1.0, 1.0)) canvas := pixelgl.NewCanvas(bounds) InstallShader(canvas, &uTime, &uMouse, &uGopherPos) bg, _ := loadSprite("sky.png") bg.Draw(canvas, pixel.IM) // Jetpack - Rendering jetpackOff, err := loadSprite(jetpackOffName) if err != nil { panic(err) } jetpackOn1, err := loadSprite(jetpackOn1Name) if err != nil { panic(err) } jetpackOn2, err := loadSprite(jetpackOn2Name) if err != nil { panic(err) } // Tutorial Text txt := loadTTF("intuitive.ttf", 50, pixel.V(win.Bounds().Center().X-450, win.Bounds().Center().Y-200)) txt.Color = colornames.Black fmt.Fprintf(txt, "Explore the Skies with WASD or Arrow Keys!") currentSprite := jetpackOff start := time.Now() // Game Loop for !win.Closed() { uTime = float32(time.Since(start).Seconds()) mpos := win.MousePosition() uMouse[0] = float32(mpos.X) uMouse[1] = float32(mpos.Y) win.SetTitle(fmt.Sprint(uGopherPos)) win.Clear(colornames.Green) // Jetpack - Controls jetpackOn = win.Pressed(pixelgl.KeyUp) || win.Pressed(pixelgl.KeyW) if win.Pressed(pixelgl.KeyRight) || win.Pressed(pixelgl.KeyD) { jetpackOn = true flipped = -1 radians -= tilt velX += tilt * 30 } else if win.Pressed(pixelgl.KeyLeft) || win.Pressed(pixelgl.KeyA) { jetpackOn = true flipped = 1 radians += tilt velX -= tilt * 30 } else { if velX < 0 { radians -= tilt / 3 velX += tilt * 10 } else if velX > 0 { radians += tilt / 3 velX -= tilt * 10 } } if jetY < 0 { jetY = 0 velY = -0.3 * velY } if jetpackOn { velY += jetAcc whichOn = !whichOn onNumber++ if onNumber == 5 { // every 5 frames, toggle anijetMation onNumber = 0 if whichOn { currentSprite = jetpackOn1 } else { currentSprite = jetpackOn2 } } } else { currentSprite = jetpackOff velY -= gravity } positionVector := pixel.V(win.Bounds().Center().X+jetX, win.Bounds().Center().Y+jetY-372) jetMat := pixel.IM jetMat = jetMat.Scaled(pixel.ZV, 4) jetMat = jetMat.Moved(positionVector) jetMat = jetMat.ScaledXY(positionVector, pixel.V(flipped, 1)) jetMat = jetMat.Rotated(positionVector, radians) jetX += velX jetY += velY uGopherPos[0] = float32(jetX*0.00001 + 1.0) uGopherPos[1] = float32(jetY*0.00001 + 1.0) // Camera camVector.X += (positionVector.X - camVector.X) * 0.2 camVector.Y += (positionVector.Y - camVector.Y) * 0.2 if camVector.X > 25085 { camVector.X = 25085 } else if camVector.X < -14843 { camVector.X = -14843 } if camVector.Y > 22500 { camVector.Y = 22500 } cam := pixel.IM.Moved(win.Bounds().Center().Sub(camVector)) win.SetMatrix(cam) // Drawing to the screen win.SetSmooth(true) //bg.Draw(canvas, pixel.IM.Moved(pixel.V(win.Bounds().Center().X, win.Bounds().Center().Y+766))) bg.Draw(canvas, pixel.IM) canvas.Draw(win, pixel.IM.Moved(camVector)) txt.Draw(win, pixel.IM) win.SetSmooth(false) currentSprite.Draw(win, jetMat) win.Update() } } func main() { pixelgl.Run(run) } var cloudsFragmentShader = ` #version 330 core #ifdef GL_ES precision highp float; #endif #define HOW_CLOUDY 0.2 #define SHADOW_THRESHOLD 0.4 #define SHADOW 0.3 #define SUBSURFACE 1.0 #define WIND_DIRECTION 0.3 #define TIME_SCALE 0.6 #define SCALE 0.1 //#define ENABLE_SHAFTS in vec2 texcoords; out vec4 fragColor; mat2 RM = mat2(cos(WIND_DIRECTION), -sin(WIND_DIRECTION), sin(WIND_DIRECTION), cos(WIND_DIRECTION)); uniform float u_time; uniform vec2 u_mouse; //uniform vec2 u_resolution; uniform vec4 u_texbounds; uniform sampler2D u_texture; uniform vec2 u_gopherpos; float hash( float n ) { return fract(sin(n)*758.5453); } float noise( in vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); float n = p.x + p.y*57.0 + p.z*800.0; float res = mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y), mix(mix( hash(n+800.0), hash(n+801.0),f.x), mix( hash(n+857.0), hash(n+858.0),f.x),f.y),f.z); return res; } float fbm( vec3 p ) { float f = 0.0; f += 0.50000*noise( p ); p = p*2.02; f -= 0.25000*noise( p ); p = p*2.03; f += 0.12500*noise( p ); p = p*3.01; f += 0.06250*noise( p ); p = p*3.04; f += 0.03500*noise( p ); p = p*4.01; f += 0.01250*noise( p ); p = p*4.04; f -= 0.00125*noise( p ); return f/0.784375; } float cloud(vec3 p) { p-=fbm(vec3(p.x,p.y,0.0)*0.5)*1.25; float a = min((fbm(p*3.0)*2.2-1.1), 0.0); return a*a; } float shadow = 1.0; float clouds(vec2 p){ float ic = cloud(vec3(p * 2.0, u_time*0.01 * TIME_SCALE)) / HOW_CLOUDY; float init = smoothstep(0.1, 1.0, ic) * 5.0; shadow = smoothstep(0.0, SHADOW_THRESHOLD, ic) * SHADOW + (1.0 - SHADOW); init = (init * cloud(vec3(p * (6.0), u_time*0.01 * TIME_SCALE)) * ic); init = (init * (cloud(vec3(p * (11.0), u_time*0.01 * TIME_SCALE))*0.5 + 0.4) * init); return min(1.0, init); } //uniform sampler2D bb; float cloudslowres(vec2 p){ return 1.0 - (texture(u_texture, p).a - 0.9) * 10.0; } vec2 ratio = vec2(1.0, 1.0); vec4 getresult(){ vec2 uvmouse = (u_mouse/(texcoords - u_texbounds.xy)); vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw; //vec2 surfacePosition = ((( t ) * vec2(u_gopherpos.x , u_gopherpos.y)) * 2.0 - 1.0)*SCALE; vec2 surfacePosition = t+u_gopherpos*10.0; vec2 position = ( surfacePosition * SCALE); vec2 sun = (uvmouse.xy * vec2(texcoords.x / texcoords.y, 1.0)*2.0-1.0) * SCALE; float dst = distance(sun * ratio, position * ratio); float suni = pow(dst + 1.0, -10.0); float shaft =0.0; float st = 0.05; float w = 1.0; vec2 dir = sun - position; float c = clouds(position); #ifdef ENABLE_SHAFTS for(int i=0;i<50;i++){ float occl = cloudslowres(clamp((t) + dir * st, 0.0, 1.0)); w *= 0.99; st *= 1.05; shaft += max(0.0, (1.0 - occl)) * w; } #endif shadow = min(1.0, shadow + suni * suni * 0.2 * SUBSURFACE); suni *= (shaft * 0.03); return vec4(pow(mix(vec3(shadow), pow(vec3(0.23, 0.33, 0.48), vec3(2.2)) + suni, c), vec3(1.0/2.2)), c*0.1 + 0.9); } void main( void ) { fragColor = getresult().rgba; } `