package main import ( "fmt" "image" "io/ioutil" "os" "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(w *pixelgl.Window, uAmount *float32, uResolution, uMouse *mgl32.Vec2) { wc := w.GetCanvas() wc.BindUniform("u_resolution", uResolution) wc.BindUniform("u_mouse", uMouse) wc.BindUniform("u_amount", uAmount) wc.SetFragmentShader(pixelateFragShader) wc.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 uAmount float32 var uMouse, uResolution mgl32.Vec2 InstallShader(win, &uAmount, &uResolution, &uMouse) bg, _ := loadSprite("sky.png") // 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)) fmt.Fprintf(txt, "Explore the Skies with WASD or Arrow Keys!") currentSprite := jetpackOff canvas := pixelgl.NewCanvas(win.Bounds()) uResolution[0] = float32(win.Bounds().W()) uResolution[1] = float32(win.Bounds().H()) uAmount = 300.0 // Game Loop for !win.Closed() { mpos := win.MousePosition() uMouse[0] = float32(mpos.X) uMouse[1] = float32(mpos.Y) win.SetTitle(fmt.Sprint(uAmount)) win.Clear(colornames.Blue) canvas.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 } if win.Pressed(pixelgl.KeyEqual) { uAmount += 10 } if win.Pressed(pixelgl.KeyMinus) { uAmount -= 10 } 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 // 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)) canvas.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)).Scaled(pixel.ZV, 10)) txt.Draw(canvas, pixel.IM) win.SetSmooth(false) currentSprite.Draw(canvas, jetMat) canvas.Draw(win, pixel.IM.Moved(win.Bounds().Center())) win.Update() } } func main() { pixelgl.Run(run) } var pixelateFragShader = ` #version 330 core #ifdef GL_ES precision mediump float; precision mediump int; #endif in vec4 Color; in vec2 texcoords; in vec2 glpos; out vec4 fragColor; uniform vec4 u_colormask; uniform vec4 u_texbounds; uniform sampler2D u_texture; uniform float u_amount; uniform vec2 u_mouse; uniform vec2 u_resolution; void main(void) { vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw; float d = 1.0 / u_amount; float ar = u_resolution.x / u_resolution.y; float u = floor( t.x / d ) * d; d = ar / u_amount; float v = floor( t.y / d ) * d; fragColor = texture( u_texture, vec2( u, v ) ); } ` /* //fragColor = vec4(1.0,0.0,0.0,1.0); // float d = 1.0 / u_amount; // float ar = u_resolution.x / u_resolution.y; // float u = floor( texcoords.x / d ) * d; // d = ar / u_amount; // float v = floor( texcoords.y / d ) * d; // fragColor = texture( u_texture, vec2( u, v ) ); // vec2 p = t.st; // p.x -= mod(t.x / glpos.x, t.x / glpos.x + 0.1); // p.y -= mod(t.y / glpos.y, t.y / glpos.y + 0.1); // fragColor = texture(u_texture, p).rgba; */ // varying vec2 vUv; // uniform sampler2D tInput; // uniform vec2 resolution; // uniform float amount; // void main() { // float d = 1.0 / amount; // float ar = resolution.x / resolution.y; // float u = floor( vUv.x / d ) * d; // d = ar / amount; // float v = floor( vUv.y / d ) * d; // gl_FragColor = texture2D( tInput, vec2( u, v ) ); // }