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authordavidovski <david@davidovski.xyz>2024-04-22 17:32:17 +0100
committerdavidovski <david@davidovski.xyz>2024-04-22 17:32:17 +0100
commitb0a8bb642f919eaa0c36b9d861c47e0cc4a99440 (patch)
treed9e184cec7db11ad8dc7c93b9e68291bc5beceae
parenteeca23dc59e60def65dfefc28b69d6cfc85467ff (diff)
use grass
-rw-r--r--assets/tiles.pngbin1416 -> 4259 bytes
-rw-r--r--level.go46
-rw-r--r--main.go57
-rw-r--r--objects.go5
-rw-r--r--shaders/bloom.kage43
-rw-r--r--shaders/clouds.kage11
-rw-r--r--shaders/none.kage4
-rw-r--r--shaders/vcr_lite.kage33
8 files changed, 153 insertions, 46 deletions
diff --git a/assets/tiles.png b/assets/tiles.png
index 5c3ce91..4ee5ff8 100644
--- a/assets/tiles.png
+++ b/assets/tiles.png
Binary files differ
diff --git a/level.go b/level.go
index 3e7ca2a..0f18085 100644
--- a/level.go
+++ b/level.go
@@ -30,6 +30,10 @@ func levelStart(g *Game) {
}
}
+func StartGame(g *Game) {
+ StartLevel4(g)
+}
+
func StartLevel1(g *Game ) {
g.SetInGame()
@@ -46,11 +50,11 @@ func StartLevel1(g *Game ) {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 0,
- 0, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 0,
- 0, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 51, 36, 34, 35, 36, 34, 35, 36, 34, 35, 36, 34, 35, 36, 34, 35, 36, 34, 35, 36, 34, 67, 0,
+ 0, 50, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 0,
+ 0, 53, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 0,
+ 0, 69, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 0,
+ 0, 69, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 0,
},
}, 25)
@@ -102,22 +106,22 @@ func StartLevel4(g *Game) {
g.ClearAll()
tilemap := NewTilemap([][]int{
{
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 3, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 5, 5, 5, 5, 5, 5, 5, 5, 6, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 5, 5, 5, 5, 5, 5, 5, 5, 6, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 5, 5, 5, 5, 5, 5, 5, 5, 6, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 5, 5, 5, 5, 5, 5, 5, 5, 6, 0,
- 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 0,
- 0, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 0,
- 0, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 35, 36, 34, 35, 36, 34, 35, 36, 34, 67, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 0,
+ 0, 0, 51, 36, 34, 35, 36, 34, 35, 36, 34, 35, 36, 34, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 0,
+ 0, 50, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 55, 53, 54, 0,
+ 0, 53, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 71, 69, 70, 0,
+ 0, 69, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39, 37, 38, 39,
},
}, 25)
diff --git a/main.go b/main.go
index a05d2ec..dea148d 100644
--- a/main.go
+++ b/main.go
@@ -43,9 +43,10 @@ var (
noneShader_src []byte
//go:embed shaders/vcr.kage
vcrShader_src []byte
-
//go:embed shaders/clouds.kage
cloudShader_src []byte
+ //go:embed shaders/bloom.kage
+ bloomShader_src []byte
//go:embed assets/tiles.png
tilesPng_src []byte
@@ -217,7 +218,7 @@ func (g *Game) Init() {
g.objects = append(g.objects, g.exit)
g.ResetAll()
- StartLevel1(g)
+ StartGame(g)
g.audioPlayer.ambientAudio.SetVolume(0)
@@ -377,24 +378,46 @@ func DrawBackground(screen *ebiten.Image, time int) {
screen.DrawRectShader(screenWidth, screenHeight, shaders["sky"], shop)
}
+func PostProcess(screen *ebiten.Image, shaderName string, time int) {
+ w, h := screen.Bounds().Dx(), screen.Bounds().Dy()
+ for _, shader := range []string{shaderName} {
+ out := ebiten.NewImage(w, h)
+ shop := &ebiten.DrawRectShaderOptions{}
+
+ shop.Uniforms = map[string]any{
+ "Time": float32(time) / 60,
+ "NoiseOffset": float32(time) / 60,
+ }
+ shop.Images[0] = screen
+ shop.Images[1] = screen
+ shop.Images[2] = screen
+ shop.Images[3] = screen
+ out.DrawRectShader(w, h, shaders[shader], shop)
+
+ op := &ebiten.DrawImageOptions{}
+ screen.DrawImage(out, op)
+ }
+
+}
+
func (g *Game) Draw(screen *ebiten.Image) {
g.surface.Fill(color.Alpha16{0x9ccf})
DrawBackground(g.surface, g.time)
op := &ebiten.DrawImageOptions{}
- op.GeoM.Translate(float64(g.offsetX), float64(g.offsetY))
+ op.GeoM.Translate(float64(g.offsetX), float64(g.offsetY-2))
g.surface.DrawImage(g.tilemap.surface, op)
for i := len(g.objects)-1; i >= 0; i-- {
obj := g.objects[i]
- obj.Draw(g.surface, *g.tilemap)
+ obj.Draw(obj, g.surface, *g.tilemap)
}
if g.state == PLACING {
if len(g.toPlace) > 0 {
- g.toPlace[0].Draw(g.surface, *g.tilemap)
+ g.toPlace[0].Draw(g.toPlace[0], g.surface, *g.tilemap)
}
}
@@ -409,19 +432,13 @@ func (g *Game) Draw(screen *ebiten.Image) {
}
}
- shop := &ebiten.DrawRectShaderOptions{}
- shop.Uniforms = map[string]any{
- "Time": float32(g.time) / 60,
- "NoiseOffset": float32(g.time) / 60,
- }
- shop.Images[0] = g.surface
- shop.Images[1] = g.surface
- shop.Images[2] = g.surface
- shop.Images[3] = g.surface
- screen.DrawRectShader(screenWidth, screenHeight, shaders[g.shaderName], shop)
-
- ebitenutil.DebugPrint(screen, fmt.Sprintf("shader: %s", g.shaderName))
- //screen.DrawImage(surface, &ebiten.DrawImageOptions{})
+
+ op = &ebiten.DrawImageOptions{}
+ PostProcess(g.surface, g.shaderName, g.time)
+
+ op = &ebiten.DrawImageOptions{}
+ screen.DrawImage(g.surface, &ebiten.DrawImageOptions{})
+ ebitenutil.DebugPrint(screen, fmt.Sprintf("tps: %.4f", ebiten.ActualFPS()))
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int){
@@ -443,6 +460,10 @@ func LoadShaders() error {
if err != nil {
return err
}
+ shaders["bloom"], err = ebiten.NewShader([]byte(bloomShader_src))
+ if err != nil {
+ return err
+ }
shaders["sky"], err = ebiten.NewShader([]byte(cloudShader_src))
if err != nil {
diff --git a/objects.go b/objects.go
index d1ccfeb..2d14855 100644
--- a/objects.go
+++ b/objects.go
@@ -40,6 +40,7 @@ type GameObject struct {
onCollideDown func(this, other *GameObject) bool
onCollideLeft func(this, other *GameObject) bool
onCollideRight func(this, other *GameObject) bool
+ Draw func (o * GameObject, screen *ebiten.Image, tilemap Tilemap)
movable bool
}
@@ -132,7 +133,7 @@ func (o * GameObject) HasCollision(tilemap Tilemap, others []*GameObject, dir Di
return false
}
-func (o * GameObject) Draw(screen *ebiten.Image, tilemap Tilemap) {
+func DrawObject(o * GameObject, screen *ebiten.Image, tilemap Tilemap) {
op := &ebiten.DrawImageOptions{}
op.ColorScale.ScaleAlpha(o.alpha)
op.GeoM.Translate(float64(o.x), float64(o.y))
@@ -199,6 +200,7 @@ func NewObject(game *Game, x, y float32) *GameObject{
x: x,
y: y,
movable: true,
+ Draw: DrawObject,
}
}
@@ -208,6 +210,7 @@ func NewPlayer(game *Game, x, y float32) *GameObject{
playerImage := ebiten.NewImageFromImage(characterImage)
player.image = playerImage.SubImage(image.Rect(4, 8, 27, 32)).(*ebiten.Image)
+ player.Draw = DrawObject
player.movable = false
return player
diff --git a/shaders/bloom.kage b/shaders/bloom.kage
new file mode 100644
index 0000000..fc987b1
--- /dev/null
+++ b/shaders/bloom.kage
@@ -0,0 +1,43 @@
+//go:build ignore
+//kage:unit pixels
+
+package main
+
+const THRESHOLD = .9
+const DIRECTIONS = 30.0 // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
+const QUALITY = 12.0 // BLUR QUALITY (Default 4.0 - More is better but slower)
+const SIZE = 5.0 // BLUR SIZE (Radius)
+const PI = 6.28318530718 // Pi*2
+const OPACITY = 0.21
+
+
+var Time float
+var NoiseOffset float
+
+func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
+ uv := srcPos
+
+ average := vec3(0.0)
+ radius := SIZE / 2
+
+ amount := 0.0
+ for d:=0.0; d<PI; d+=PI/DIRECTIONS{
+ for i:=1.0/QUALITY; i<=1.0; i+=1.0/QUALITY{
+ t := imageSrc0UnsafeAt(uv + vec2(cos(d),sin(d))*radius*log(i)).rgb
+
+ brightness := dot(t.rgb, vec3(0.2126, 0.7152, 0.0722))
+ if brightness > THRESHOLD {
+ average += t
+ amount += 1.0
+ }
+ }
+ }
+
+ col := imageSrc0UnsafeAt(uv).rgb
+ if amount > 0 {
+ col += (average / amount) * OPACITY
+ }
+
+ return vec4(col,1.0)
+}
+
diff --git a/shaders/clouds.kage b/shaders/clouds.kage
index 26597e5..62a0ae0 100644
--- a/shaders/clouds.kage
+++ b/shaders/clouds.kage
@@ -13,6 +13,7 @@ const cloudlight = 0.3
const cloudcover = 0.2
const cloudalpha = 8.0
const skytint = 0.5
+const colorDepth = 64
func rand(co vec2) float {
return fract(sin(dot(co.xy, vec2(12.9898,-78.233))) * 43758.5453)
@@ -59,10 +60,11 @@ func fbm(n vec2) float {
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
m := mat2(1.6, 1.2, -1.2, 1.6)
- skycolour1 := vec3(0.45, 0.57, 0.66)
- skycolour2 := vec3(0.55, 0.77, 0.86)
+ skycolour := vec3(0.68, 0.81, 0.86)
+ //skycolour2 := vec3(0.55, 0.77, 0.86)
+
+ p := floor(srcPos.xy) / imageSrc0Size().xy;
- p := srcPos.xy / imageSrc0Size().xy;
uv := p*vec2(imageSrc0Size().x/imageSrc0Size().y,1.0);
time := Time * speed
q := fbm(uv * cloudscale * 0.5)
@@ -120,12 +122,13 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
c += c1
- skycolour := mix(skycolour2, skycolour1, p.y);
+ //skycolour := mix(skycolour2, skycolour1, 0);
cloudcolour := vec3(1.1, 1.1, 0.9) * clamp((clouddark + cloudlight*c), 0.0, 1.0);
f = cloudcover + cloudalpha*f*r;
result := mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0));
+ result = floor(result*colorDepth)/colorDepth
return vec4( result, 1.0 );
}
diff --git a/shaders/none.kage b/shaders/none.kage
index 3eccc50..941070d 100644
--- a/shaders/none.kage
+++ b/shaders/none.kage
@@ -5,8 +5,8 @@
package main
var Time float
-var Cursor vec2
+var NoiseOffset float
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
- return imageSrc2UnsafeAt(srcPos);
+ return imageSrc0UnsafeAt(srcPos)
}
diff --git a/shaders/vcr_lite.kage b/shaders/vcr_lite.kage
new file mode 100644
index 0000000..405195c
--- /dev/null
+++ b/shaders/vcr_lite.kage
@@ -0,0 +1,33 @@
+//go:build ignore
+
+//kage:unit pixels
+
+package main
+
+var Time float
+var NoiseOffset float
+
+const noiseX = 840.0
+const noiseY = 840.0
+const speed = 0.01
+
+const colorOffsetIntensity = 0.1
+
+func rand(co vec2) float {
+ return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453)
+}
+
+
+func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
+ time := Time * speed
+ uv := srcPos / imageSrc0Size()
+
+ uv.x = uv.x + (rand(vec2(time,srcPos.y)) - 0.5) / (noiseX);
+ uv.y = uv.y + (rand(vec2(time))-0.5) / (noiseY)
+ offsetR := vec2(0.006 * sin(time), 0.0) * colorOffsetIntensity
+ offsetG := vec2(0.0073 * (cos(time * 0.97)), 0.0) * colorOffsetIntensity
+ r := imageSrc0UnsafeAt((uv+offsetR) * imageSrc0Size()).r
+ g := imageSrc0UnsafeAt((uv+offsetG) * imageSrc0Size()).g
+ b := imageSrc0UnsafeAt(uv * imageSrc0Size()).b
+ return vec4(r, g, b, 1.0)
+}