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main.go
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package main
import (
"fmt"
"image"
"image/color"
"log"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
// the base struct for all our moving, drawn entities
type Sprite struct {
Img *ebiten.Image
X, Y float64
}
type Player struct {
*Sprite
Health uint
}
type Enemy struct {
*Sprite
FollowsPlayer bool
}
type Potion struct {
*Sprite
AmtHeal uint
}
type Game struct {
// the image and position variables for our player
player *Player
enemies []*Enemy
potions []*Potion
tilemapJSON *TilemapJSON
tilemapImg *ebiten.Image
}
func (g *Game) Update() error {
// move the player based on keyboar input (left, right, up down)
if ebiten.IsKeyPressed(ebiten.KeyLeft) {
g.player.X -= 2
}
if ebiten.IsKeyPressed(ebiten.KeyRight) {
g.player.X += 2
}
if ebiten.IsKeyPressed(ebiten.KeyUp) {
g.player.Y -= 2
}
if ebiten.IsKeyPressed(ebiten.KeyDown) {
g.player.Y += 2
}
// add behavior to the enemies
for _, sprite := range g.enemies {
if sprite.FollowsPlayer {
if sprite.X < g.player.X {
sprite.X += 1
} else if sprite.X > g.player.X {
sprite.X -= 1
}
if sprite.Y < g.player.Y {
sprite.Y += 1
} else if sprite.Y > g.player.Y {
sprite.Y -= 1
}
}
}
// handle simple potion functionality
for _, potion := range g.potions {
if g.player.X > potion.X {
g.player.Health += potion.AmtHeal
fmt.Printf("Picked up potion! Health: %d\n", g.player.Health)
}
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
// fill the screen with a nice sky color
screen.Fill(color.RGBA{120, 180, 255, 255})
opts := ebiten.DrawImageOptions{}
// loop over the layers
for _, layer := range g.tilemapJSON.Layers {
// loop over the tiles in the layer data
for index, id := range layer.Data {
// get the tile position of the tile
x := index % layer.Width
y := index / layer.Width
// convert the tile position to pixel position
x *= 16
y *= 16
// get the position on the image where the tile id is
srcX := (id - 1) % 22
srcY := (id - 1) / 22
// convert the src tile pos to pixel src position
srcX *= 16
srcY *= 16
// set the drawimageoptions to draw the tile at x, y
opts.GeoM.Translate(float64(x), float64(y))
// draw the tile
screen.DrawImage(
// cropping out the tile that we want from the spritesheet
g.tilemapImg.SubImage(image.Rect(srcX, srcY, srcX+16, srcY+16)).(*ebiten.Image),
&opts,
)
// reset the opts for the next tile
opts.GeoM.Reset()
}
}
// set the translation of our drawImageOptions to the player's position
opts.GeoM.Translate(g.player.X, g.player.Y)
// draw the player
screen.DrawImage(
// grab a subimage of the spritesheet
g.player.Img.SubImage(
image.Rect(0, 0, 16, 16),
).(*ebiten.Image),
&opts,
)
opts.GeoM.Reset()
for _, sprite := range g.enemies {
opts.GeoM.Translate(sprite.X, sprite.Y)
screen.DrawImage(
sprite.Img.SubImage(
image.Rect(0, 0, 16, 16),
).(*ebiten.Image),
&opts,
)
opts.GeoM.Reset()
}
opts.GeoM.Reset()
for _, sprite := range g.potions {
opts.GeoM.Translate(sprite.X, sprite.Y)
screen.DrawImage(
sprite.Img.SubImage(
image.Rect(0, 0, 16, 16),
).(*ebiten.Image),
&opts,
)
opts.GeoM.Reset()
}
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return 320, 240
}
func main() {
ebiten.SetWindowSize(640, 480)
ebiten.SetWindowTitle("Hello, World!")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
// load the image from file
playerImg, _, err := ebitenutil.NewImageFromFile("assets/images/ninja.png")
if err != nil {
// handle error
log.Fatal(err)
}
// load the image from file
skeletonImg, _, err := ebitenutil.NewImageFromFile("assets/images/skeleton.png")
if err != nil {
// handle error
log.Fatal(err)
}
potionImg, _, err := ebitenutil.NewImageFromFile("assets/images/potion.png")
if err != nil {
// handle error
log.Fatal(err)
}
tilemapImg, _, err := ebitenutil.NewImageFromFile("assets/images/TilesetFloor.png")
if err != nil {
// handle error
log.Fatal(err)
}
tilemapJSON, err := NewTilemapJSON("assets/maps/spawn.json")
if err != nil {
log.Fatal(err)
}
game := Game{
player: &Player{
Sprite: &Sprite{
Img: playerImg,
X: 50.0,
Y: 50.0,
},
Health: 3,
},
enemies: []*Enemy{
{
&Sprite{
Img: skeletonImg,
X: 100.0,
Y: 100.0,
},
true,
},
{
&Sprite{
Img: skeletonImg,
X: 150.0,
Y: 50.0,
},
false,
},
},
potions: []*Potion{
{
&Sprite{
Img: potionImg,
X: 210.0,
Y: 100.0,
},
1.0,
},
},
tilemapJSON: tilemapJSON,
tilemapImg: tilemapImg,
}
if err := ebiten.RunGame(&game); err != nil {
log.Fatal(err)
}
}