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) }) }
func main() { //renderer and game engine glRenderer := opengl.NewOpenglRenderer("ui", 800, 800, false) gameEngine := engine.NewEngine(glRenderer) gameEngine.InitFpsDial() gameEngine.Start(func() { // load in ui shader shader := renderer.NewShader() shader.FragSrc = uiFragmentShader shader.VertSrc = uiVertexShader gameEngine.DefaultShader(shader) // input/controller manager controllerManager := glfwController.NewControllerManager(glRenderer.Window) // create windows with content containers window1, content1 := createWindow(controllerManager) window2, content2 := createWindow(controllerManager) // populate content and set window tab order window1.Tabs = populateContent(content1) window2.Tabs = htmlContent(content2) // position windows window1.SetTranslation(mgl32.Vec2{50, 50}.Vec3(0)) window2.SetTranslation(mgl32.Vec2{450, 50}.Vec3(0)) // Add the windows to the engine gameEngine.AddOrtho(window1) gameEngine.AddOrtho(window2) // render all windows window1.Render() window2.Render() }) }
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) } }) }
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() }) }) }
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() }) }
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) }) }