func ImportShader(vertexFile, fragmentFile string) (*renderer.Shader, error) { vertsrc, err := ioutil.ReadFile(vertexFile) if err != nil { fmt.Printf("Error vertex file: %v\n", err) return nil, err } fragsrc, err := ioutil.ReadFile(fragmentFile) if err != nil { fmt.Printf("Error fragment file: %v\n", err) return nil, err } shader := renderer.NewShader() shader.VertSrc = string(vertsrc) shader.FragSrc = string(fragsrc) return shader, nil }
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() { //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() }) }) }