ichigo/game/aw.go

124 lines
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Go
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package game
import (
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"encoding/gob"
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"image"
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"math"
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"drjosh.dev/gurgle/engine"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
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func init() {
gob.Register(Awakeman{})
}
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type Awakeman struct {
engine.Sprite
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CameraID string
camera *engine.Camera
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vx, vy float64
facingLeft bool
coyoteTimer int
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animIdleLeft, animIdleRight, animRunLeft, animRunRight *engine.Anim
}
func (aw *Awakeman) Update() error {
const (
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ε = 0.2
restitution = -0.3
gravity = 0.3
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airResistance = -0.01 // ⇒ terminal velocity = 30
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jumpVelocity = -4.2
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runVelocity = 1.4
coyoteTime = 5
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)
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// High-school physics time! Under constant acceleration:
// v = v_0 + a*t
// and
// s = t * (v_0 + v) / 2
// (note t is in ticks and s is in world units)
// and since we get one Update per tick (t = 1),
// v = v_0 + a,
// and
// s = (v_0 + v) / 2.
// Capture current v_0 to use later.
ux, uy := aw.vx, aw.vy
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// Has traction?
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if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) {
// Not falling
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aw.vy = 0
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aw.coyoteTimer = coyoteTime
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} else {
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// Falling. v = v_0 + a, and a = gravity + airResistance(v_0)
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aw.vy += gravity + airResistance*aw.vy
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if aw.coyoteTimer > 0 {
aw.coyoteTimer--
}
}
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// Handle controls
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// NB: spacebar sometimes does things on web pages (scrolls down)
if aw.coyoteTimer > 0 && (inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ)) {
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// Jump. One frame of a = jumpVelocity (ignoring any gravity already applied this tick).
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aw.vy = jumpVelocity
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}
switch {
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case ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA):
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aw.vx = -runVelocity
aw.SetAnim(aw.animRunLeft)
aw.facingLeft = true
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case ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD):
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aw.vx = runVelocity
aw.SetAnim(aw.animRunRight)
aw.facingLeft = false
default:
aw.vx = 0
aw.SetAnim(aw.animIdleRight)
if aw.facingLeft {
aw.SetAnim(aw.animIdleLeft)
}
}
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aw.camera.Zoom = 1
if ebiten.IsKeyPressed(ebiten.KeyShift) {
aw.camera.Zoom = 2
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}
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/*
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
aw.camera.Rotation += math.Pi / 6
}
*/
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// s = (v_0 + v) / 2.
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aw.MoveX((ux+aw.vx)/2, nil)
// For Y, on collision, bounce a little bit.
// Does not apply to X because controls override it anyway.
aw.MoveY((uy+aw.vy)/2, func() {
aw.vy *= restitution
if math.Abs(aw.vy) < ε {
aw.vy = 0
}
})
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// aw.Pos is top-left corner, so add half size to get centre
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aw.camera.Centre = aw.Pos.Add(aw.Size.Div(2))
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return aw.Sprite.Update()
}
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func (aw *Awakeman) Prepare(game *engine.Game) {
aw.camera = game.Component(aw.CameraID).(*engine.Camera)
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aw.animIdleLeft = &engine.Anim{Def: engine.AnimDefs["aw_idle_left"]}
aw.animIdleRight = &engine.Anim{Def: engine.AnimDefs["aw_idle_right"]}
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aw.animRunLeft = &engine.Anim{Def: engine.AnimDefs["aw_run_left"]}
aw.animRunRight = &engine.Anim{Def: engine.AnimDefs["aw_run_right"]}
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}
func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }