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media.go
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media.go
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// Use of this source code is subject to an MIT-style
// licence which can be found in the LICENSE file.
package main
import (
"bytes"
"embed"
"encoding/json"
"image/png"
"io/ioutil"
"log"
"math/rand"
"path"
"strconv"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/audio"
"github.com/hajimehoshi/ebiten/v2/audio/vorbis"
"github.com/solarlune/ldtkgo"
"github.com/tanema/gween"
"github.com/tanema/gween/ease"
"github.com/tinne26/etxt"
)
//go:embed assets/*
var assets embed.FS
// Frame is a single frame of an animation, usually a sub-image of a larger
// image containing several frames
type Frame struct {
Duration int `json:"duration"`
Position FramePosition `json:"frame"`
}
// FramePosition represents the position of a frame, including the top-left
// coordinates and its dimensions (width and height)
type FramePosition struct {
X int `json:"x"`
Y int `json:"y"`
W int `json:"w"`
H int `json:"h"`
}
// FrameTags contains tag data about frames to identify different parts of an
// animation, e.g. idle animation, jump animation frames etc.
type FrameTags struct {
Name string `json:"name"`
From int `json:"from"`
To int `json:"to"`
Direction string `json:"direction"`
}
// Frames is a slice of frames used to create sprite animation
type Frames []Frame
// SpriteMeta contains sprite meta-data, basically everything except frame data
type SpriteMeta struct {
ImageName string `json:"image"`
FrameTags []FrameTags `json:"frameTags"`
}
// SpriteSheet is the root-node of sprite data, it contains frames and meta data
// about them
type SpriteSheet struct {
Sprite Frames `json:"frames"`
Meta SpriteMeta `json:"meta"`
Image *ebiten.Image
}
// SpriteType is a unique identifier to load a sprite by name
type SpriteType uint64
const (
spritePlayer SpriteType = iota
spriteDog
spriteZombieSprinter
spriteZombieBig
spriteZombieCrawler
)
const zombieVariants = 4
// Load a sprite image and associated meta-data given a file name (without
// extension)
func loadSprite(name string) *SpriteSheet {
name = path.Join("assets", "sprites", name)
log.Printf("loading %s\n", name)
file, err := assets.Open(name + ".json")
if err != nil {
log.Fatalf("error opening file %s: %v\n", name, err)
}
defer file.Close()
data, err := ioutil.ReadAll(file)
if err != nil {
log.Fatal(err)
}
var ss SpriteSheet
json.Unmarshal(data, &ss)
if err != nil {
log.Fatal(err)
}
ss.Image = loadImage(name + ".png")
return &ss
}
// Convenience function to load entity/checkpoint PNGs from the maps folder
func loadEntityImage(name string) *ebiten.Image {
name = path.Join("assets", "maps", name) + ".png"
return loadImage(name)
}
// Load an image from embedded FS into an ebiten Image object
func loadImage(name string) *ebiten.Image {
log.Printf("loading %s\n", name)
file, err := assets.Open(name)
if err != nil {
log.Fatalf("error opening file %s: %v\n", name, err)
}
defer file.Close()
raw, err := png.Decode(file)
if err != nil {
log.Fatalf("error decoding file %s as PNG: %v\n", name, err)
}
if raw == nil {
log.Fatalf("error empty data for sprite file %s\n", name)
}
return ebiten.NewImageFromImage(raw)
}
// Load an project from embedded FS into an LDtk Project object
func loadMaps(name string) *ldtkgo.Project {
log.Printf("loading %s\n", name)
file, err := assets.Open(name)
if err != nil {
log.Fatalf("error opening file %s: %v\n", name, err)
}
defer file.Close()
data, err := ioutil.ReadAll(file)
if err != nil {
log.Fatalf("error reading from file %s: %v\n", name, err)
}
// Load the LDtk Project
maps, err := ldtkgo.Read(data)
if err != nil {
log.Fatalf("error parsing file %s as LDtk Project: %v\n", name, err)
}
return maps
}
// SoundType is a unique identifier to reference sound by name
type SoundType uint8
const (
musicBackground SoundType = iota
)
const (
soundGunShot SoundType = iota
soundGunReload
soundDogBark
soundPlayerDies
soundHit
soundDryFire
soundZombieScream
soundZombieGrowl
soundZombieDeath
soundBigZombieSound
soundBigZombieDeath1
soundBigZombieScream
soundBigZombieDeath2
)
const (
voiceCheckpoint SoundType = iota
voiceRespawn
voiceKill
voiceFlavour
voiceEndgame
)
// Sound stores and plays all the sound variants for one single soundType
type Sound struct {
Audio []SoundData
LastPlayed *audio.Player
Volume float64
}
// AddSound adds one new sound to the soundType
func (s *Sound) AddSound(f string, sampleRate int, context *audio.Context, v ...int) {
var filename string
variants := 1
if len(v) > 0 {
variants = v[0]
}
for i := 0; i < variants; i++ {
if variants == 1 {
filename = f + ".ogg"
} else {
filename = f + "-" + strconv.Itoa(i+1) + ".ogg"
}
s.Audio = append(s.Audio, loadSoundFile(filename, sampleRate))
}
}
// SetVolume sets the volume of the audio
func (s *Sound) SetVolume(v float64) {
if v >= 0 && v <= 1 {
s.Volume = v
}
}
// Play plays the audio or a random one if there are more
func (s *Sound) Play() {
length := len(s.Audio)
index := 0
if length == 0 {
return
} else if length > 1 {
index = rand.Intn(length)
}
s.PlayVariant(index)
}
// PlayVariant plays the selected audio
func (s *Sound) PlayVariant(i int) {
if i >= len(s.Audio) || i < 0 {
return
}
sound := NewSoundPlayer(s.Audio[i])
s.LastPlayed = sound
sound.SetVolume(s.Volume)
sound.Play()
}
// Pause pauses the audio being played
func (s *Sound) Pause() {
s.LastPlayed.Pause()
}
// IsPlaying returns if the sound is playing
func (s *Sound) IsPlaying() bool {
return s.LastPlayed.IsPlaying()
}
// Sounds is a slice of sounds
type Sounds []*Sound
func (s *Sound) Shuffle() {
rand.Seed(time.Now().UnixNano())
rand.Shuffle(len(s.Audio), func(i, j int) { s.Audio[i], s.Audio[j] = s.Audio[j], s.Audio[i] })
}
// MusicLoop is an audio player that infinitely loops back to its start
type MusicLoop struct {
*audio.Player
tween *gween.Tween
}
// FadeOut fades out the music smoothly to 0% volume
func (m *MusicLoop) FadeOut() {
m.tween = gween.New(0.5, 0, 1*60, ease.InExpo)
}
// FadeIn fades in the music smoothly to 50% volume
func (m *MusicLoop) FadeIn() {
m.tween = gween.New(0, 0.5, 2*60, ease.InExpo)
m.Play()
}
// Update the music volume for fade effects
func (m *MusicLoop) Update() {
if m.tween != nil {
volume, done := m.tween.Update(1)
m.SetVolume(float64(volume))
if done {
m.tween = nil
if volume == 0 {
m.Pause()
}
}
}
}
// NewMusicPlayer loads a sound into an audio player that can be used to play it
// as an infinite loop of music without any additional setup required
func NewMusicPlayer(data SoundData) *MusicLoop {
music, err := vorbis.DecodeWithoutResampling(bytes.NewReader(data))
if err != nil {
log.Printf("error decoding sound as Vorbis: %v\n", err)
}
musicLoop := audio.NewInfiniteLoop(music, music.Length())
musicPlayer, err := audio.NewPlayer(context, musicLoop)
if err != nil {
log.Fatalf("error making music player: %v\n", err)
}
return &MusicLoop{musicPlayer, nil}
}
// NewSoundPlayer loads a sound into an audio player that can be used to play it
// without any additional setup required
func NewSoundPlayer(data SoundData) *audio.Player {
sound, err := vorbis.DecodeWithoutResampling(bytes.NewReader(data))
if err != nil {
log.Printf("error decoding sound as Vorbis: %v\n", err)
}
audioPlayer, err := audio.NewPlayer(context, sound)
if err != nil {
log.Printf("error making audio player: %v\n", err)
}
return audioPlayer
}
// SoundData is bytes returned from a sound file
type SoundData []byte
// Load an OGG Vorbis sound file with 44100 sample rate and return its stream
func loadSoundFile(name string, sampleRate int) SoundData {
log.Printf("loading %s\n", name)
file, err := assets.Open(name)
if err != nil {
log.Fatalf("error opening file %s: %v\n", name, err)
}
defer file.Close()
data, err := ioutil.ReadAll(file)
if err != nil {
log.Fatal(err)
}
return data
}
func loadFont(name string) *etxt.Font {
font, fname, err := etxt.ParseEmbedFontFrom(name, assets)
if err != nil {
log.Fatalf("error parsing font %s: %v", name, err)
}
log.Println("loaded font:", fname)
return font
}