Example #1
0
func NewUiController(window *Window) controller.Controller {
	c := controller.CreateController()
	doMouseMove := func(xpos, ypos float32) {
		window.mouseMove(mgl32.Vec2{xpos, ypos})
	}
	c.BindAxisAction(doMouseMove)
	c.BindMouseAction(func() { window.mouseClick(1, false) }, controller.MouseButton1, controller.Press)
	c.BindMouseAction(func() { window.mouseClick(2, false) }, controller.MouseButton2, controller.Press)
	c.BindMouseAction(func() { window.mouseClick(3, false) }, controller.MouseButton3, controller.Press)
	c.BindMouseAction(func() { window.mouseClick(4, false) }, controller.MouseButton4, controller.Press)
	c.BindMouseAction(func() { window.mouseClick(5, false) }, controller.MouseButton5, controller.Press)
	c.BindMouseAction(func() { window.mouseClick(1, true) }, controller.MouseButton1, controller.Release)
	c.BindMouseAction(func() { window.mouseClick(2, true) }, controller.MouseButton2, controller.Release)
	c.BindMouseAction(func() { window.mouseClick(3, true) }, controller.MouseButton3, controller.Release)
	c.BindMouseAction(func() { window.mouseClick(4, true) }, controller.MouseButton4, controller.Release)
	c.BindMouseAction(func() { window.mouseClick(5, true) }, controller.MouseButton5, controller.Release)

	var shift bool
	c.BindKeyAction(func() { shift = true }, controller.KeyLeftShift, controller.Press)
	c.BindKeyAction(func() { shift = false }, controller.KeyLeftShift, controller.Release)
	c.SetKeyAction(func(key controller.Key, action controller.Action) {
		if key == controller.KeyTab {
			if action == controller.Press {
				if shift {
					tabCycle(window, -1)
				} else {
					tabCycle(window, 1)
				}
			}
		} else if !controlKey(key) {
			keyString := convertKey(key, shift)
			switch {
			case key == controller.KeyBackspace:
				keyString = "backspace"
			case key == controller.KeyLeft:
				keyString = "leftArrow"
			case key == controller.KeyRight:
				keyString = "rightArrow"
			case key == controller.KeyUp:
				keyString = "upArrow"
			case key == controller.KeyDown:
				keyString = "downArrow"
			}
			window.keyClick(keyString, action == controller.Release)
		}
	})
	return c
}
Example #2
0
func main() {
	glRenderer := opengl.NewOpenglRenderer("Lighting", 1920, 1080, true)
	gameEngine := engine.NewEngine(glRenderer)
	gameEngine.InitFpsDial()

	gameEngine.Start(func() {

		shader, err := assets.ImportShader("shaders/build/pbr.vert", "shaders/build/pbr.frag")
		if err != nil {
			panic("error importing shader")
		}
		gameEngine.DefaultShader(shader)

		fetchAssets(gameEngine, func() {
			setupScene(gameEngine, shader)
		})

		// input/controller manager
		controllerManager := glfwController.NewControllerManager(glRenderer.Window)

		// camera + wasd controls
		freeMoveActor := actor.NewFreeMoveActor(gameEngine.Camera())
		freeMoveActor.Location = mgl32.Vec3{-6, 2, -6}
		freeMoveActor.MoveSpeed = 1.5
		mainController := controller.NewBasicMovementController(freeMoveActor, false)
		controllerManager.AddController(mainController.(glfwController.Controller))
		gameEngine.AddUpdatable(freeMoveActor)

		//lock the cursor
		glRenderer.LockCursor(true)

		// custom key bindings
		customController := controller.CreateController()
		controllerManager.AddController(customController.(glfwController.Controller))

		// close window and exit on escape
		customController.BindKeyAction(func() {
			glRenderer.Window.SetShouldClose(true)
		}, controller.KeyEscape, controller.Press)
	})
}
Example #3
0
func NewEditorController(e *Editor) controller.Controller {
	c := controller.CreateController()
	var mouseDown bool
	var x, y float32 = 0.0, 0.0
	axisLock := mgl32.Vec3{1, 1, 1}

	doMouseMove := func(xpos, ypos float32) {
		if mouseDown {
			switch {
			case e.mouseMode == "scale":
				e.ScaleSelectedNodeModel(xpos-x, ypos-y, axisLock)
			case e.mouseMode == "translate":
				e.MoveSelectedNodeModel(xpos-x, ypos-y, axisLock)
			case e.mouseMode == "rotate":
				e.RotateSelectedNodeModel(xpos-x, ypos-y, axisLock)
			}
		}
		x, y = xpos, ypos
	}
	c.BindAxisAction(doMouseMove)
	c.BindMouseAction(func() { mouseDown = true }, controller.MouseButtonRight, controller.Press)
	c.BindMouseAction(func() { mouseDown = false }, controller.MouseButtonRight, controller.Release)
	c.BindKeyAction(func() { axisLock = mgl32.Vec3{1, 0, 0} }, controller.KeyX, controller.Press)
	c.BindKeyAction(func() { axisLock = mgl32.Vec3{0, 1, 0} }, controller.KeyY, controller.Press)
	c.BindKeyAction(func() { axisLock = mgl32.Vec3{0, 0, 1} }, controller.KeyZ, controller.Press)

	c.BindKeyAction(func() {
		e.mouseMode = "scale"
		axisLock = mgl32.Vec3{1, 1, 1}
	}, controller.KeyT, controller.Press)
	c.BindKeyAction(func() {
		e.mouseMode = "translate"
		axisLock = mgl32.Vec3{1, 0, 0}
	}, controller.KeyG, controller.Press)
	c.BindKeyAction(func() {
		e.mouseMode = "rotate"
		axisLock = mgl32.Vec3{0, 1, 0}
	}, controller.KeyR, controller.Press)
	return c
}
Example #4
0
func main() {
	server := len(os.Args) > 1 && os.Args[1] == "server"
	var gameEngine engine.Engine
	var glRenderer *opengl.OpenglRenderer
	network := networking.NewNetwork()

	// Start server or connect to server
	if server {
		gameEngine = engine.NewHeadlessEngine()
		network.StartServer(serverPort)
	} else {
		glRenderer = opengl.NewOpenglRenderer("Networking example", 800, 800, false)
		gameEngine = engine.NewEngine(glRenderer)
		network.ConnectClient(fmt.Sprintf("%v:%v", serverAddr, serverPort))
	}
	gameEngine.AddUpdatable(network)

	// map containing each player's entity
	players := make(map[string]*Player)

	//Networked Game events
	network.ClientJoinedEvent(func(clientId string) {
		fmt.Println("client joined, clientId: ", clientId)
		network.TriggerOnServerAndClients("spawn", util.SerializeArgs(clientId, startingPosition))
		for _, player := range players {
			network.TriggerEvent("spawn", clientId, util.SerializeArgs(player.clientId, player.position))
		}
	})

	network.RegisterEvent("spawn", func(clientId string, data []byte) {
		buf := bytes.NewBuffer(data)
		playerID := util.Stringfrombytes(buf)
		position := util.Vector2frombytes(buf)
		if _, ok := players[playerID]; !ok {
			player := &Player{clientId: playerID}
			players[player.clientId] = player
			player.node = renderer.NewNode()
			player.position = position
			gameEngine.AddUpdatable(player)
			if network.IsClient() {
				boxGeometry := renderer.CreateBox(30, 30)
				boxGeometry.SetColor(color.NRGBA{254, 0, 0, 254})
				player.node.Add(boxGeometry)
				gameEngine.AddOrtho(player.node)
			}
		}
	})

	network.RegisterEvent("move", func(clientId string, data []byte) {
		buf := bytes.NewBuffer(data)
		playerID := util.Stringfrombytes(buf)
		velocity := util.Vector2frombytes(buf)
		if network.IsServer() && clientId != playerID {
			return // client is only allowed to control the player assigned to them.
		}
		if player, ok := players[playerID]; ok {
			player.velocity = velocity
			if network.IsServer() {
				network.BroadcastEvent("updatePlayer", util.SerializeArgs(playerID, player.position, player.velocity))
				network.FlushAllWriteBuffers()
			}
		}
	})

	network.RegisterEvent("updatePlayer", func(clientId string, data []byte) {
		if network.IsClient() { // This is a server to client update only
			buf := bytes.NewBuffer(data)
			playerID := util.Stringfrombytes(buf)
			position := util.Vector2frombytes(buf)
			velocity := util.Vector2frombytes(buf)
			if player, ok := players[playerID]; ok {
				player.position = position
				player.velocity = velocity
			}
		}
	})

	// client setup
	gameEngine.Start(func() {
		if network.IsClient() {
			gameEngine.InitFpsDial()

			if shader, err := assets.ImportShader("shaders/build/basic.vert", "shaders/build/basic.frag"); err == nil {
				gameEngine.DefaultShader(shader)
			}

			glRenderer.BackGroundColor(0, 0.4, 0, 0)

			// input/controller manager
			controllerManager := glfwController.NewControllerManager(glRenderer.Window)

			// networked movement controls
			move := func(velocity mgl32.Vec2) {
				network.TriggerOnServerAndClients("move", util.SerializeArgs(network.ClientToken(), velocity))
			}

			customController := controller.CreateController()
			controllerManager.AddController(customController.(glfwController.Controller))
			customController.BindKeyAction(func() { move(mgl32.Vec2{0, -100}) }, controller.KeyW, controller.Press)
			customController.BindKeyAction(func() { move(mgl32.Vec2{-100, 0}) }, controller.KeyA, controller.Press)
			customController.BindKeyAction(func() { move(mgl32.Vec2{0, 100}) }, controller.KeyS, controller.Press)
			customController.BindKeyAction(func() { move(mgl32.Vec2{100, 0}) }, controller.KeyD, controller.Press)
			customController.BindKeyAction(func() { move(mgl32.Vec2{}) }, controller.KeyW, controller.Release)
			customController.BindKeyAction(func() { move(mgl32.Vec2{}) }, controller.KeyA, controller.Release)
			customController.BindKeyAction(func() { move(mgl32.Vec2{}) }, controller.KeyS, controller.Release)
			customController.BindKeyAction(func() { move(mgl32.Vec2{}) }, controller.KeyD, controller.Release)
		}
	})
}
Example #5
0
func main() {

	//renderer and game engine
	glRenderer := opengl.NewOpenglRenderer("Platformer", 800, 800, false)
	gameEngine := engine.NewEngine(glRenderer)
	gameEngine.InitFpsDial()

	// physics engine (Chipmonk)
	physicsSpace := chipmunkPhysics.NewChipmonkSpace()
	physicsSpace.SetGravity(mgl32.Vec2{0, 400})
	gameEngine.AddUpdatable(physicsSpace)

	gameEngine.Start(func() {
		glRenderer.BackGroundColor(0.7, 0.7, 0.9, 0.0)

		// load in default shader
		shader := renderer.NewShader()
		shader.FragSrc = fragShader
		shader.VertSrc = vertShader
		gameEngine.DefaultShader(shader)

		// The player object
		character := NewCharacter()
		character.body.SetPosition(mgl32.Vec2{400, 400})

		// Add the character to all the things
		physicsSpace.AddBody(character.body)
		gameEngine.AddOrtho(character.sprite)
		gameEngine.AddUpdatable(character)

		// terrain
		terrainGeometry := renderer.CreateBoxWithOffset(800, 800-floorHeight, 0, floorHeight)
		terrainGeometry.SetColor(color.NRGBA{0, 80, 0, 254})
		gameEngine.AddOrtho(terrainGeometry)

		// terrain physics body
		terrainBody := chipmunkPhysics.NewChipmunkBodyStatic()
		segment := chipmunk.NewSegment(vect.Vect{0, floorHeight}, vect.Vect{4000, floorHeight}, 0)
		terrainBody.Body.AddShape(segment)
		physicsSpace.AddBody(terrainBody)

		particleNode := renderer.NewNode()
		gameEngine.AddOrtho(particleNode)

		// create a new timed particle system
		spawnParticles := func(load func() *effects.ParticleGroup, position mgl32.Vec2) {
			particleGroup := load()
			particleGroup.SetTranslation(position.Vec3(0))
			effects.TriggerTimedParticleGroup(
				effects.TimedParticleGroup{
					Particles:  particleGroup,
					GameEngine: gameEngine,
					TargetNode: particleNode,
					Life:       0.2,
					Cleanup:    10,
				},
			)
		}

		// input/controller manager
		controllerManager := glfwController.NewControllerManager(glRenderer.Window)

		// key bindings
		customController := controller.CreateController()
		controllerManager.AddController(customController.(glfwController.Controller))

		// Walk
		customController.BindKeyAction(func() {
			character.body.SetVelocity(mgl32.Vec2{-200, character.body.GetVelocity().Y()})
		}, controller.KeyA, controller.Press)
		customController.BindKeyAction(func() {
			character.body.SetVelocity(mgl32.Vec2{200, character.body.GetVelocity().Y()})
		}, controller.KeyD, controller.Press)

		//Stop walking
		customController.BindKeyAction(func() {
			character.body.SetVelocity(mgl32.Vec2{0, character.body.GetVelocity().Y()})
		}, controller.KeyA, controller.Release)
		customController.BindKeyAction(func() {
			character.body.SetVelocity(mgl32.Vec2{0, character.body.GetVelocity().Y()})
		}, controller.KeyD, controller.Release)

		// Jump
		customController.BindKeyAction(func() {
			character.body.SetVelocity(character.body.GetVelocity().Add(mgl32.Vec2{0, -300}))
			spawnParticles(dustParticles, character.body.GetPosition().Add(mgl32.Vec2{0, 0.5 * characterSize}))
		}, controller.KeySpace, controller.Press)

		// shoot
		customController.BindMouseAction(func() {
			spawnParticles(majicParticles, character.body.GetPosition())
		}, controller.MouseButtonLeft, controller.Press)

		// create sparks when player collides with somthing
		var collisionTimer time.Time
		physicsSpace.SetOnCollision(func(shapeA, shapeB *chipmunk.Shape) {
			if time.Since(collisionTimer) > 200*time.Millisecond {
				spawnParticles(sparkParticles, character.body.GetPosition().Add(mgl32.Vec2{0, 0.5 * characterSize}))
			}
			collisionTimer = time.Now()
		})
	})
}
Example #6
0
func (e *Editor) Start() {

	glRenderer := opengl.NewOpenglRenderer("GoEngine Editor", 1800, 900, false)
	e.renderer = glRenderer
	e.gameEngine = engine.NewEngine(e.renderer)

	e.gameEngine.Start(func() {

		shader, err := assets.ImportShader(
			filepath.Join(e.assetDir, "shaders/build/pbr.vert"),
			filepath.Join(e.assetDir, "shaders/build/pbr.frag"),
		)
		if err != nil {
			panic("error importing shader")
		}

		e.gameEngine.DefaultShader(shader)

		// Sky cubemap
		skyImg, err := assets.ImportImage(filepath.Join(e.assetDir, "resources/cubemap.png"))
		if err == nil {
			geom := renderer.CreateSkyBox()
			geom.Transform(mgl32.Scale3D(10000, 10000, 10000))
			skyNode := renderer.NewNode()
			skyNode.SetOrientation(mgl32.QuatRotate(1.57, mgl32.Vec3{0, 1, 0}))
			skyNode.Material = renderer.NewMaterial(renderer.NewTexture("diffuseMap", skyImg, false))
			skyNode.RendererParams = renderer.NewRendererParams()
			skyNode.RendererParams.CullBackface = false
			skyNode.RendererParams.Unlit = true
			skyNode.Add(geom)
			e.gameEngine.AddSpatial(skyNode)
			// create an environmentMap using the skybox texture
			envCubeMap := renderer.NewCubemap("environmentMap", skyImg, true)
			e.gameEngine.DefaultCubeMap(envCubeMap)
		}

		l := renderer.NewLight(renderer.DIRECTIONAL)
		l.Color = [3]float32{0.7, 0.7, 0.8}
		e.gameEngine.AddLight(l)

		//root node
		e.gameEngine.AddSpatial(e.rootMapNode)

		//input/controller manager
		e.controllerManager = glfwController.NewControllerManager(glRenderer.Window)

		//camera + player
		camera := e.gameEngine.Camera()
		freeMoveActor := actor.NewFreeMoveActor(camera)
		freeMoveActor.MoveSpeed = 20.0
		freeMoveActor.LookSpeed = 0.002
		mainController := controller.NewBasicMovementController(freeMoveActor, true)
		e.controllerManager.AddController(mainController.(glfwController.Controller))
		e.gameEngine.AddUpdatable(freeMoveActor)

		e.initSelectSprite()
		e.gameEngine.AddUpdatable(engine.UpdatableFunc(e.updateSelectSprite))

		//editor controller
		e.controllerManager.AddController(NewEditorController(e).(glfwController.Controller))

		//custom controller
		e.customController = controller.CreateController()
		e.controllerManager.AddController(e.customController.(glfwController.Controller))

		e.setupUI()
	})
}
Example #7
0
func main() {

	glRenderer := opengl.NewOpenglRenderer("Simple", 800, 800, false)
	gameEngine := engine.NewEngine(glRenderer)
	gameEngine.InitFpsDial()

	gameEngine.Start(func() {

		if shader, err := assets.ImportShader("shaders/build/basic.vert", "shaders/build/basic.frag"); err == nil {
			gameEngine.DefaultShader(shader)
		}

		// sky cube
		skyImg, err := assets.ImportImage("resources/cubemap.png")
		if err == nil {
			geom := renderer.CreateSkyBox()
			geom.Transform(mgl32.Scale3D(10000, 10000, 10000))
			skyNode := renderer.NewNode()
			skyNode.SetOrientation(mgl32.QuatRotate(1.57, mgl32.Vec3{0, 1, 0}))
			skyNode.Material = renderer.NewMaterial(renderer.NewTexture("diffuseMap", skyImg, false))
			skyNode.RendererParams = renderer.NewRendererParams()
			skyNode.RendererParams.CullBackface = false
			skyNode.RendererParams.Unlit = true
			skyNode.Add(geom)
			gameEngine.AddSpatial(skyNode)
		}

		// Add some light to the scene
		ambientLight := renderer.NewLight(renderer.AMBIENT)
		ambientLight.Color = [3]float32{0.3, 0.3, 0.3}
		gameEngine.AddLight(ambientLight)

		// Create a red box geometry, attach to a node, add the node to the scenegraph
		boxGeometry := renderer.CreateBox(10, 10)
		boxGeometry.SetColor(color.NRGBA{254, 0, 0, 254})
		boxNode := renderer.NewNode()
		boxNode.RendererParams = renderer.NewRendererParams()
		boxNode.RendererParams.CullBackface = false
		boxNode.Material = renderer.NewMaterial()
		boxNode.SetTranslation(mgl32.Vec3{30, 0})
		boxNode.Add(boxGeometry)
		gameEngine.AddSpatial(boxNode)

		// make the box spin
		var angle float64
		gameEngine.AddUpdatable(engine.UpdatableFunc(func(dt float64) {
			angle += dt
			q := mgl32.QuatRotate(float32(angle), mgl32.Vec3{0, 1, 0})
			boxNode.SetOrientation(q)
		}))

		// input/controller manager
		controllerManager := glfwController.NewControllerManager(glRenderer.Window)

		// camera + wasd controls
		camera := gameEngine.Camera()
		freeMoveActor := actor.NewFreeMoveActor(camera)
		freeMoveActor.Location = mgl32.Vec3{}
		mainController := controller.NewBasicMovementController(freeMoveActor, false)
		controllerManager.AddController(mainController.(glfwController.Controller))
		gameEngine.AddUpdatable(freeMoveActor)

		//lock the cursor
		glRenderer.LockCursor(true)

		// custom key bindings
		customController := controller.CreateController()
		controllerManager.AddController(customController.(glfwController.Controller))

		// close window and exit on escape
		customController.BindKeyAction(func() {
			glRenderer.Window.SetShouldClose(true)
		}, controller.KeyEscape, controller.Press)
	})
}