113 lines
3.7 KiB
Go
113 lines
3.7 KiB
Go
package main
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import (
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"fmt"
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"image/color"
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"unsafe"
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rl "git.terah.dev/UnrealXR/raylib-go/raylib"
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)
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func main() {
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const MAX_FRAME_DELAY int32 = 20
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const MIN_FRAME_DELAY int32 = 1
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// Initialization
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const screenWidth int32 = 800
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const screenHeight int32 = 450
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rl.InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif playing")
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var animFrames int32 = 0
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// Load all GIF animation frames into a single Image
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// NOTE: GIF data is always loaded as RGBA (32bit) by default
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// NOTE: Frames are just appended one after another in image.data memory
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var imScarfyAnim *rl.Image = rl.LoadImageAnim("scarfy_run.gif", &animFrames)
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// Load texture from image
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// NOTE: We will update this texture when required with next frame data
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// WARNING: It's not recommended to use this technique for sprites animation,
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// use spritesheets instead, like illustrated in textures_sprite_anim example
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var texScarfyAnim rl.Texture2D = rl.LoadTextureFromImage(imScarfyAnim)
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var texScarfyAnimSize int32 = imScarfyAnim.Width * imScarfyAnim.Height
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var nextFrameDataOffset uint32 = 0 // Current byte offset to next frame in image.data
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var currentAnimFrame int32 = 0 // Current animation frame to load and draw
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var frameDelay int32 = 8 // Frame delay to switch between animation frames
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var frameCounter int32 = 0 // General frames counter
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rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
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// Main game loop
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for !rl.WindowShouldClose() { // Detect window close button or ESC key
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// Update
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frameCounter++
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if frameCounter >= frameDelay {
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// Move to next frame
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// NOTE: If final frame is reached we return to first frame
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currentAnimFrame++
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if currentAnimFrame >= animFrames {
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currentAnimFrame = 0
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}
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// Get memory offset position for next frame data in image.data
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nextFrameDataOffset = uint32(imScarfyAnim.Width * imScarfyAnim.Height * int32(4) * currentAnimFrame)
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// Update GPU texture data with next frame image data
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// WARNING: Data size (frame size) and pixel format must match already created texture
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// here we needed to make the Data as public
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rl.UpdateTexture(texScarfyAnim,
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unsafe.Slice((*color.RGBA)(unsafe.Pointer(uintptr(imScarfyAnim.Data)+uintptr(nextFrameDataOffset))), texScarfyAnimSize))
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frameCounter = 0
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}
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// Control frames delay
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if rl.IsKeyPressed(rl.KeyRight) {
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frameDelay++
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} else if rl.IsKeyPressed(rl.KeyLeft) {
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frameDelay--
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}
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if frameDelay > MAX_FRAME_DELAY {
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frameDelay = MAX_FRAME_DELAY
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} else if frameDelay < MIN_FRAME_DELAY {
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frameDelay = MIN_FRAME_DELAY
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}
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// Draw
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.DrawText(fmt.Sprintf("TOTAL GIF FRAMES: %02d", animFrames), 50, 30, 20, rl.LightGray)
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rl.DrawText(fmt.Sprintf("CURRENT FRAME: %02d", currentAnimFrame), 50, 60, 20, rl.Gray)
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rl.DrawText(fmt.Sprintf("CURRENT FRAME IMAGE.DATA OFFSET: %02d", nextFrameDataOffset), 50, 90, 20, rl.Gray)
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rl.DrawText("FRAMES DELAY: ", 100, 305, 10, rl.DarkGray)
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rl.DrawText(fmt.Sprintf("%02d frames", frameDelay), 620, 305, 10, rl.DarkGray)
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rl.DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, rl.DarkGray)
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for i := int32(0); i < MAX_FRAME_DELAY; i++ {
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if i < frameDelay {
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rl.DrawRectangle(190+21*i, 300, 20, 20, rl.Red)
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}
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rl.DrawRectangleLines(190+21*i, 300, 20, 20, rl.Maroon)
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}
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rl.DrawTexture(texScarfyAnim, int32(rl.GetScreenWidth()/2)-texScarfyAnim.Width/2, 140, rl.White)
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rl.DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth-200, screenHeight-20, 10, rl.Gray)
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rl.EndDrawing()
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}
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// De-Initialization
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defer rl.UnloadTexture(texScarfyAnim) // Unload texture
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defer rl.UnloadImage(imScarfyAnim) // Unload image (contains all frames)
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defer rl.CloseWindow() // Close window and OpenGL context
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}
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