This commit is contained in:
Abdulmujeeb Raji 2023-07-26 21:25:44 +01:00
commit 950fe47f52
9 changed files with 436 additions and 62 deletions

View file

@ -3,7 +3,7 @@
# Ambition
## About
Ambtion is a fast-paced, text-based multiplayer role-playing game.
Ambition is a fast-paced, text-based multiplayer role-playing game.
## Credits
- [Muhammad Nauman Raza](https://github.com/devraza) - Project Manager/Founder, Producer, and Programmer
@ -11,4 +11,4 @@ Ambtion is a fast-paced, text-based multiplayer role-playing game.
- [Adam Khan](https://github.com/NightmaresStuff) - Concept/Game Artist and Level Designer
## License
See [LICENSE](LICENSE) for a copy of the Apache License 2.0
See the [LICENSE](LICENSE) for a copy of the Apache License 2.0

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@ -0,0 +1,13 @@
package fonts
import (
_ "embed"
)
var (
//go:embed iosevka-bold.ttf
IosevkaBold_ttf []byte
//go:embed iosevka-regular.ttf
IosevkaRegular_ttf []byte
)

Binary file not shown.

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@ -4,7 +4,9 @@ go 1.20
require (
github.com/ebitenui/ebitenui v0.5.4
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
github.com/hajimehoshi/ebiten/v2 v2.5.5
golang.org/x/image v0.7.0
)
require (
@ -12,7 +14,6 @@ require (
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b // indirect
github.com/jezek/xgb v1.1.0 // indirect
golang.org/x/exp v0.0.0-20190731235908-ec7cb31e5a56 // indirect
golang.org/x/image v0.7.0 // indirect
golang.org/x/mobile v0.0.0-20230427221453-e8d11dd0ba41 // indirect
golang.org/x/sync v0.2.0 // indirect
golang.org/x/sys v0.8.0 // indirect

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@ -7,6 +7,7 @@ github.com/ebitenui/ebitenui v0.5.4/go.mod h1:2iyyjninLWNQLZ+pdV/eJ9vRnSs+I+HrzE
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b h1:GgabKamyOYguHqHjSkDACcgoPIz3w0Dis/zJ1wyHHHU=
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
github.com/hajimehoshi/bitmapfont/v2 v2.2.3 h1:jmq/TMNj352V062Tr5e3hAoipkoxCbY1JWTzor0zNps=
github.com/hajimehoshi/ebiten/v2 v2.5.5 h1:TJNoZsYJYUyFucwE56QRSgmZ+/cklUt1YrwpQVC5vjs=
github.com/hajimehoshi/ebiten/v2 v2.5.5/go.mod h1:mnHSOVysTr/nUZrN1lBTRqhK4NG+T9NR3JsJP2rCppk=

View file

@ -11,18 +11,22 @@ import (
// Ebitengine
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
// "github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
// Initialise the test player
var testPlayer = initPlayer()
// Create the `Game` struct
type Game struct {
ui UI
ui UI
activePlayer Player
}
// Define the window width/height
const (
window_width = 640
window_height = 480
window_width = 1440
window_height = 960
)
// Update implements Game
@ -36,11 +40,6 @@ func (g *Game) Update() error {
func (g *Game) Draw(screen *ebiten.Image) {
// Draw the UI onto the screen
g.ui.base.Draw(screen)
ebitenutil.DebugPrintAt(screen, "health: " + strconv.Itoa(g.activePlayer.health), 0, 0)
ebitenutil.DebugPrintAt(screen, "level: " + strconv.Itoa(g.activePlayer.level), 0, 10)
ebitenutil.DebugPrintAt(screen, "exp: " + strconv.Itoa(int(g.activePlayer.exp)), 0, 20)
ebitenutil.DebugPrintAt(screen, "ambittion: " + strconv.Itoa(int(g.activePlayer.ambition)), 0, 30)
}
// Layout implements Game
@ -69,8 +68,8 @@ func main() {
// Initialise the game
game := Game{
// Initialise the UI
ui: uiInit(window_width, window_height),
activePlayer: testPlayer,
ui: uiInit(window_width, window_height),
}
// Log and exit on error

View file

@ -1,43 +1,79 @@
package main
import (
"math/rand"
)
import ()
// The player struct
type Player struct {
health int
level int
exp float32
ambition float32
health int
health_max int
defence int
level int
exp float32
ambition float32
ambition_max float32
}
// NOTE(midnadimple): These gates are temporary. We'll decide on real values later
var level_gates = map[int]float32{
1: 100.0,
2: 150.0,
3: 300.0,
}
// Create the maps for the level/(max) ambition gates
var level_gates = make(map[int]float32)
var level_ambition = make(map[int]float32)
// TODO(midnadimple): Move player initialization to server upon login
func initPlayer() Player {
return Player{
health: 100,
level: 1,
exp: 0.0,
ambition: (rand.Float32() * 10), // NOTE(midnadimple): In the future this will be affected by player activity
health: 100,
health_max: 100,
defence: 0,
level: 1,
exp: 0.0,
ambition: 0.0, // NOTE(midnadimple): In the future this will be affected by player activity
ambition_max: level_ambition[1], // NOTE(midnadimple): In the future this will be affected by player activity
}
}
// Formula for XP gain - extremely simple
func gain(basexp float32, modifier float32) float32 {
gain := basexp * modifier
return gain
}
// Update the player
func (p *Player) update() {
// TODO(midnadimple): update health upon damage
// Auto-generate the level gates
level_gates[1] = 500
for i := 0; i <= 1000; i++ {
if i >= 2 {
switch {
case i <= 10:
level_gates[i] = level_gates[i-1] * 1.2
case (i <= 100) && (i > 10):
level_gates[i] = level_gates[i-1] * 1.1
case (i <= 1000) && (i > 100):
level_gates[i] = level_gates[i-1] * 1.005
}
}
}
// Auto-generate maximum ambition gates
level_ambition[1] = 10
for i := 0; i <= 1000; i++ {
if i >= 2 {
switch {
case i <= 10:
level_ambition[i] = level_ambition[i-1] * 1.1
case (i <= 100) && (i > 10):
level_ambition[i] = level_ambition[i-1] * 1.05
case (i <= 1000) && (i > 100):
level_ambition[i] = level_ambition[i-1] * 1.00005
}
}
}
// Set the XP to 0 and increase both the level and max ambition on level up
if p.exp >= level_gates[p.level] {
p.exp = 0.0
p.level += 1
p.ambition_max = level_ambition[p.level]
}
// NOTE(midnadimple): This formula for exp gain is pretty simple, maybe devraza can think of
// a more practical one
p.exp += 10.0 * (1.0/60.0) * p.ambition
}

View file

@ -5,45 +5,58 @@ import (
img "image"
"image/color"
// Misc.
// "fmt"
// EbitenUI
"github.com/ebitenui/ebitenui"
"github.com/ebitenui/ebitenui/image"
"github.com/ebitenui/ebitenui/widget"
// Fonts
"github.com/devraza/ambition/assets/fonts"
"github.com/golang/freetype/truetype"
"golang.org/x/image/font"
)
// The UI struct
type UI struct {
base ebitenui.UI
colors map[string]color.RGBA
base ebitenui.UI
colors map[string]color.RGBA
width, height int
}
// The `hazakura` colorscheme (default)
var hazakura = map[string]color.RGBA{
// The monotone colors
"dark_black": color.RGBA{0x0f, 0x0f, 0x0d, 0xff},
"black": color.RGBA{0x15, 0x15, 0x17, 0xff},
"dark_gray": color.RGBA{0x24, 0x24, 0x26, 0xff},
"gray": color.RGBA{0x27, 0x27, 0x2b, 0xff},
"light_gray": color.RGBA{0x45, 0x44, 0x49, 0xff},
"overlay": color.RGBA{0x5c, 0x5c, 0x61, 0xff},
"subwhite": color.RGBA{0xd9, 0x0, 0xd7, 0xff},
"white": color.RGBA{0xec, 0xe5, 0xea, 0xff},
// Actual* colors
"red": color.RGBA{0xf0, 0x69, 0x69, 0xff},
"magenta": color.RGBA{0xe8, 0x87, 0xbb, 0xff},
"purple": color.RGBA{0xa2, 0x92, 0xe8, 0xff},
"blue": color.RGBA{0x78, 0xb9, 0xc4, 0xff},
"cyan": color.RGBA{0x7e, 0xe6, 0xae, 0xff},
"green": color.RGBA{0x91, 0xd6, 0x5c, 0xff},
"yellow": color.RGBA{0xd9, 0xd5, 0x64, 0xff},
}
// Function for UI initialization
func uiInit(width, height int) UI {
var ui UI
// The `hazakura` colorscheme
{
hazakura := make(map[string]color.RGBA)
// The monotone colors
hazakura["dark_black"] = color.RGBA{0x0f, 0x0f, 0x0d, 0xff}
hazakura["black"] = color.RGBA{0x15, 0x15, 0x17, 0xff}
hazakura["dark_gray"] = color.RGBA{0x24, 0x24, 0x26, 0xff}
hazakura["gray"] = color.RGBA{0x27, 0x27, 0x2b, 0xff}
hazakura["light_gray"] = color.RGBA{0x45, 0x44, 0x49, 0xff}
hazakura["overlay"] = color.RGBA{0x5c, 0x5c, 0x61, 0xff}
hazakura["highlight"] = color.RGBA{0xd9, 0x0, 0xd7, 0xff}
hazakura["subwhite"] = color.RGBA{0xec, 0xe5, 0xea, 0xff}
// Actual* colors
hazakura["red"] = color.RGBA{0xf0, 0x69, 0x69, 0xff}
hazakura["magenta"] = color.RGBA{0xe8, 0x87, 0xbb, 0xff}
hazakura["purple"] = color.RGBA{0xa2, 0x92, 0xe8, 0xff}
hazakura["blue"] = color.RGBA{0x78, 0xb9, 0xc4, 0xff}
hazakura["cyan"] = color.RGBA{0x7e, 0xe6, 0xae, 0xff}
hazakura["green"] = color.RGBA{0x91, 0xd6, 0x5c, 0xff}
hazakura["yellow"] = color.RGBA{0xd9, 0xd5, 0x64, 0xff}
// Define the UI colors
ui.colors = hazakura
ui.colors = hazakura
}
// Load the images for the button states
buttonImage, _ := loadButtonImage()
// Get the window width/height
ui.width = width
@ -55,12 +68,136 @@ func uiInit(width, height int) UI {
widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["dark_black"])),
)
// Make the different faces
headingFace, _ := makeFace(18, fonts.IosevkaBold_ttf)
defaultFace, _ := makeFace(14, fonts.IosevkaRegular_ttf)
// Create the 'Profile' tab
tabProfile := widget.NewTabBookTab("Profile",
widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["gray"])),
widget.ContainerOpts.Layout(widget.NewGridLayout(
//Define number of columns in the grid
widget.GridLayoutOpts.Columns(2),
// Specify the Stretch for each row and column.
widget.GridLayoutOpts.Stretch([]bool{false, true}, nil),
// Define the spacing between items in the grid
widget.GridLayoutOpts.Spacing(20, 15),
// Define the padding in the grid
widget.GridLayoutOpts.Padding(widget.NewInsetsSimple(20)),
)),
)
// Add the player stats as content for the 'profile' tab
makeStatsBars(tabProfile, ui, defaultFace)
// Create the 'Inventory' tab
tabInventory := widget.NewTabBookTab("Inventory",
widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["gray"])),
widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
)
inventoryButton := widget.NewText(
widget.TextOpts.Text("Placeholder", headingFace, ui.colors["white"]),
widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
})),
)
tabInventory.AddChild(inventoryButton)
// Create the 'Other' tab
tabOther := widget.NewTabBookTab("Other",
widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["gray"])),
widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
)
otherButton := widget.NewText(
widget.TextOpts.Text("Placeholder", headingFace, ui.colors["white"]),
widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
})),
)
tabOther.AddChild(otherButton)
// Create the tabbook widget
leftTabs := widget.NewTabBook(
widget.TabBookOpts.TabButtonImage(buttonImage),
widget.TabBookOpts.TabButtonText(headingFace, &widget.ButtonTextColor{Idle: color.White}),
widget.TabBookOpts.TabButtonSpacing(0),
widget.TabBookOpts.ContainerOpts(
widget.ContainerOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
StretchHorizontal: true,
StretchVertical: true,
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
}),
),
),
widget.TabBookOpts.TabButtonOpts(
widget.ButtonOpts.TextPadding(widget.NewInsetsSimple(5)),
widget.ButtonOpts.WidgetOpts(widget.WidgetOpts.MinSize(int(float32(width)/(3.5*3)), 0)),
),
widget.TabBookOpts.Tabs(tabProfile, tabInventory, tabOther),
)
// Define the left bar container
leftBar := widget.NewContainer(
widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["gray"])),
widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
)
// Add the tabbook to the left bar
leftBar.AddChild(leftTabs)
// Define the contents of the chat window
chatContainer := widget.NewContainer(
widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["black"])),
widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
)
chatContainer.AddChild(widget.NewText(
widget.TextOpts.Text("Placeholder", defaultFace, ui.colors["white"]),
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
})),
))
// Define the titlebar for the window
chatTitleContainer := widget.NewContainer(
// Set the background color of the titlebar
widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["overlay"])),
widget.ContainerOpts.Layout(widget.NewAnchorLayout()),
)
chatTitleContainer.AddChild(widget.NewText(
widget.TextOpts.Text("Chat", headingFace, ui.colors["white"]),
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
})),
))
// Define the chat window
chat := widget.NewWindow(
// Set the contents of the window
widget.WindowOpts.Contents(chatContainer),
// Set the titlebar for the window
widget.WindowOpts.TitleBar(chatTitleContainer, 25),
//Set the window above everything else and block input elsewhere
widget.WindowOpts.Modal(),
// Set how to close the window. CLICK_OUT will close the window when clicking anywhere
widget.WindowOpts.CloseMode(widget.CLICK_OUT),
// Make the window draggable
widget.WindowOpts.Draggable(),
// Make the window resizeable
widget.WindowOpts.Resizeable(),
// Set the minimum size of the window
widget.WindowOpts.MinSize(int(float32(width)/3.6), int(float32(height)/3.5)),
// Set the maximum size of the window
widget.WindowOpts.MaxSize(width/2, height/2),
)
// Place the window and add the window to the UI
showWindow(chat, ui, float32(width)-float32(width)/3.6, float32(height)-float32(height)/3.5)
ui.base.AddWindow(chat)
// Set the position and size of the left bar
leftBar.SetLocation(img.Rect(0, 0, int(float64(width)/3.5), height))
leftBar.SetLocation(img.Rect(0, 0, int(float32(width)/3.5), height))
// Add the left bar to the root container
root.AddChild(leftBar)
@ -68,3 +205,190 @@ func uiInit(width, height int) UI {
return ui
}
// Set a window's location and open the window
func showWindow(window *widget.Window, ui UI, v float32, h float32) {
// Get the preferred size of the content
x, y := window.Contents.PreferredSize()
// Create a rect with the preferred size of the content
r := img.Rect(0, 0, x, y)
// Use the Add method to move the window to the specified point
r = r.Add(img.Point{int(v), int(h)})
// Set the windows location to the rect
window.SetLocation(r)
}
// Create progressbars for all the player stats
func makeStatsBars(parent *widget.TabBookTab, ui UI, face font.Face) {
// Health
health := widget.NewText(
widget.TextOpts.Text("Health", face, ui.colors["white"]),
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.GridLayoutData{
HorizontalPosition: widget.GridLayoutPositionStart,
})),
)
health_progressbar := widget.NewProgressBar(
widget.ProgressBarOpts.WidgetOpts(
// Set the required anchor layout data to determine where in the container to place the progressbar
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
}),
// Set the minimum size for the progressbar.
widget.WidgetOpts.MinSize(200, 20),
),
widget.ProgressBarOpts.Images(
// Set the track colors
&widget.ProgressBarImage{
Idle: image.NewNineSliceColor(ui.colors["black"]),
Hover: image.NewNineSliceColor(ui.colors["black"]),
},
// Set the progress colors
&widget.ProgressBarImage{
Idle: image.NewNineSliceColor(ui.colors["red"]),
Hover: image.NewNineSliceColor(ui.colors["red"]),
},
),
// Set the min, max, and current values for each progressbar
widget.ProgressBarOpts.Values(0, testPlayer.health, testPlayer.health),
)
parent.AddChild(health)
parent.AddChild(health_progressbar)
// Defence
defence := widget.NewText(
widget.TextOpts.Text("Defence", face, ui.colors["white"]),
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.GridLayoutData{
HorizontalPosition: widget.GridLayoutPositionStart,
})),
)
defence_progressbar := widget.NewProgressBar(
widget.ProgressBarOpts.WidgetOpts(
// Set the required anchor layout data to determine where in the container to place the progressbar
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
}),
// Set the minimum size for the progressbar.
widget.WidgetOpts.MinSize(200, 20),
),
widget.ProgressBarOpts.Images(
// Set the track colors
&widget.ProgressBarImage{
Idle: image.NewNineSliceColor(ui.colors["black"]),
Hover: image.NewNineSliceColor(ui.colors["black"]),
},
// Set the progress colors
&widget.ProgressBarImage{
Idle: image.NewNineSliceColor(ui.colors["yellow"]),
Hover: image.NewNineSliceColor(ui.colors["yellow"]),
},
),
// Set the min, max, and current values for each progressbar
widget.ProgressBarOpts.Values(0, testPlayer.health, testPlayer.health),
)
parent.AddChild(defence)
parent.AddChild(defence_progressbar)
// XP/Level
level := widget.NewText(
widget.TextOpts.Text("Level", face, ui.colors["white"]),
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.GridLayoutData{
HorizontalPosition: widget.GridLayoutPositionStart,
})),
)
level_progressbar := widget.NewProgressBar(
widget.ProgressBarOpts.WidgetOpts(
// Set the required anchor layout data to determine where in the container to place the progressbar
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
}),
// Set the minimum size for the progressbar.
widget.WidgetOpts.MinSize(200, 20),
),
widget.ProgressBarOpts.Images(
// Set the track colors
&widget.ProgressBarImage{
Idle: image.NewNineSliceColor(ui.colors["black"]),
Hover: image.NewNineSliceColor(ui.colors["black"]),
},
// Set the progress colors
&widget.ProgressBarImage{
Idle: image.NewNineSliceColor(ui.colors["cyan"]),
Hover: image.NewNineSliceColor(ui.colors["cyan"]),
},
),
// Set the min, max, and current values for each progressbar
widget.ProgressBarOpts.Values(0, testPlayer.health, testPlayer.health_max),
)
parent.AddChild(level)
parent.AddChild(level_progressbar)
// Ambition
ambition := widget.NewText(
widget.TextOpts.Text("Ambition", face, ui.colors["white"]),
widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.GridLayoutData{
HorizontalPosition: widget.GridLayoutPositionStart,
})),
)
ambition_progressbar := widget.NewProgressBar(
widget.ProgressBarOpts.WidgetOpts(
// Set the required anchor layout data to determine where in the container to place the progressbar
widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{
HorizontalPosition: widget.AnchorLayoutPositionCenter,
VerticalPosition: widget.AnchorLayoutPositionCenter,
}),
// Set the minimum size for the progressbar.
widget.WidgetOpts.MinSize(200, 20),
),
widget.ProgressBarOpts.Images(
// Set the track colors
&widget.ProgressBarImage{
Idle: image.NewNineSliceColor(ui.colors["black"]),
Hover: image.NewNineSliceColor(ui.colors["black"]),
},
// Set the progress colors
&widget.ProgressBarImage{
Idle: image.NewNineSliceColor(ui.colors["purple"]),
Hover: image.NewNineSliceColor(ui.colors["purple"]),
},
),
// Set the min, max, and current values for each progressbar
widget.ProgressBarOpts.Values(0, testPlayer.health, testPlayer.health),
)
parent.AddChild(ambition)
parent.AddChild(ambition_progressbar)
}
// Load a button image
func loadButtonImage() (*widget.ButtonImage, error) {
idle := image.NewNineSliceColor(hazakura["black"])
hover := image.NewNineSliceColor(hazakura["light_gray"])
pressed := image.NewNineSliceColor(hazakura["gray"])
pressedHover := image.NewNineSliceColor(hazakura["gray"])
disabled := image.NewNineSliceColor(hazakura["overlay"])
return &widget.ButtonImage{
Idle: idle,
Hover: hover,
Pressed: pressed,
PressedHover: pressedHover,
Disabled: disabled,
}, nil
}
// Function to create a face providing font size and file (from assets)
func makeFace(size float64, fontfile []byte) (font.Face, error) {
ttfFont, err := truetype.Parse(fontfile)
if err != nil {
return nil, err
}
return truetype.NewFace(ttfFont, &truetype.Options{
Size: size,
DPI: 72,
Hinting: font.HintingFull,
}), nil
}