ichigo/engine/actor.go

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package engine
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import (
"encoding/gob"
)
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// Ensure Actor satisfies interfaces.
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var _ Prepper = &Actor{}
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func init() {
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gob.Register(&Actor{})
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}
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// Thorson-style movement:
// https://maddythorson.medium.com/celeste-and-towerfall-physics-d24bd2ae0fc5
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// Actor handles basic movement.
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type Actor struct {
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CollisionDomain string // id of component to look for colliders inside of
Pos, Size Point3
xRem, yRem, zRem float64
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game *Game
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}
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func (a *Actor) CollidesAt(p Point3) bool {
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bounds := Box{Min: p, Max: p.Add(a.Size)}
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for c := range a.game.Query(a.CollisionDomain, ColliderType) {
if c.(Collider).CollidesWith(bounds) {
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return true
}
}
return false
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}
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func (a *Actor) MoveX(x float64, onCollide func()) {
a.xRem += x
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move := int(a.xRem + 0.5) // Note: math.Round can lead to vibration
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if move == 0 {
return
}
a.xRem -= float64(move)
sign := sign(move)
for move != 0 {
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a.Pos.X += sign
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move -= sign
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if !a.CollidesAt(a.Pos) {
continue
}
if onCollide != nil {
onCollide()
}
a.Pos.X -= sign
a.xRem = 0
return
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}
}
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func (a *Actor) MoveY(y float64, onCollide func()) {
a.yRem += y
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move := int(a.yRem + 0.5)
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if move == 0 {
return
}
a.yRem -= float64(move)
sign := sign(move)
for move != 0 {
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a.Pos.Y += sign
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move -= sign
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if !a.CollidesAt(a.Pos) {
continue
}
if onCollide != nil {
onCollide()
}
a.Pos.Y -= sign
a.yRem = 0
return
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}
}
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func (a *Actor) MoveZ(z float64, onCollide func()) {
a.zRem += z
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move := int(a.zRem + 0.5)
if move == 0 {
return
}
a.zRem -= float64(move)
sign := sign(move)
for move != 0 {
a.Pos.Z += sign
move -= sign
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if !a.CollidesAt(a.Pos) {
continue
}
if onCollide != nil {
onCollide()
}
a.Pos.Z -= sign
a.zRem = 0
return
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}
}
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func (a *Actor) Prepare(g *Game) error {
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a.game = g
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return nil
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}