ichigo/game/aw.go

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package game
import (
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"encoding/gob"
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"fmt"
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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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var _ interface {
engine.Identifier
engine.Disabler
engine.Prepper
engine.Scanner
engine.Updater
} = &Awakeman{}
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func init() {
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gob.Register(&Awakeman{})
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}
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// Awakeman is a bit of a god object for now...
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type Awakeman struct {
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engine.Disabled
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Sprite engine.Sprite
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CameraID string
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ToastID string
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camera *engine.Camera
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toast *engine.DebugToast
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vx, vy, vz float64
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facingLeft bool
coyoteTimer int
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jumpBuffer int
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noclip bool
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anims map[string]*engine.Anim
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}
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// Ident returns "awakeman". There should be only one!
func (aw *Awakeman) Ident() string { return "awakeman" }
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func (aw *Awakeman) Update() error {
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// TODO: better cheat for noclip
if inpututil.IsKeyJustPressed(ebiten.KeyN) {
aw.noclip = !aw.noclip
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aw.vx, aw.vy, aw.vz = 0, 0, 0
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if aw.toast != nil {
if aw.noclip {
aw.toast.Toast("noclip enabled")
} else {
aw.toast.Toast("noclip disabled")
}
}
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}
upd := aw.realUpdate
if aw.noclip {
upd = aw.noclipUpdate
}
if err := upd(); err != nil {
return err
}
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// Update the camera
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// aw.Pos is top-left corner, so add half size to get centre
z := 1.0
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if ebiten.IsKeyPressed(ebiten.KeyShift) {
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z = 2.0
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}
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pos := aw.Sprite.Actor.Pos
size := aw.Sprite.Actor.Size
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aw.camera.PointAt(pos.Add(size.Div(2)), z)
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return nil
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}
func (aw *Awakeman) noclipUpdate() error {
if ebiten.IsKeyPressed(ebiten.KeyUp) {
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aw.Sprite.Actor.Pos.Y--
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}
if ebiten.IsKeyPressed(ebiten.KeyDown) {
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aw.Sprite.Actor.Pos.Y++
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}
if ebiten.IsKeyPressed(ebiten.KeyLeft) {
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aw.Sprite.Actor.Pos.X--
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}
if ebiten.IsKeyPressed(ebiten.KeyRight) {
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aw.Sprite.Actor.Pos.X++
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}
return nil
}
func (aw *Awakeman) realUpdate() error {
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const (
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ε = 0.2
restitution = -0.3
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gravity = 0.25
airResistance = -0.005 // ⇒ terminal velocity = 10
jumpVelocity = -3.3
sqrt2 = 1.414213562373095
runVelocity = sqrt2
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coyoteTime = 5
jumpBufferTime = 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.
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ux, uy, uz := aw.vx, aw.vy, aw.vz
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// Has traction?
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if aw.vy >= 0 && aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(engine.Pt3(0, 1, 0))) {
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// Not falling.
// Instantly decelerate (AW absorbs all kinetic E in legs, or something)
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if aw.jumpBuffer > 0 {
// Tried to jump recently -- so jump
aw.vy = jumpVelocity
aw.jumpBuffer = 0
} else {
// Can jump now or soon.
aw.vy = 0
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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if aw.jumpBuffer > 0 {
aw.jumpBuffer--
}
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}
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// Handle controls
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// NB: spacebar sometimes does things on web pages (scrolls down)
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ) {
// On ground or recently on ground?
if aw.coyoteTimer > 0 {
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// Jump. One frame of v = jumpVelocity (ignoring any gravity already applied this tick).
aw.vy = jumpVelocity
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} else {
// Buffer the jump in case aw hits the ground soon.
aw.jumpBuffer = jumpBufferTime
}
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}
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// Left, right, away, toward
aw.vx, aw.vz = 0, 0
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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aw.vx = -runVelocity
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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aw.vx = runVelocity
}
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyUp):
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aw.vz = -runVelocity
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case ebiten.IsKeyPressed(ebiten.KeyDown):
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aw.vz = runVelocity
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}
// Animations and velocity correction
switch {
case aw.vx != 0 && aw.vz != 0: // Diagonal
aw.Sprite.SetAnim(aw.anims["run_vert"])
// Pythagorean theorem; |vx| = |vz|, so the hypotenuse is √2 too big
// if we want to run at runVelocity always
aw.vx /= sqrt2
aw.vz /= sqrt2
case aw.vx == 0 && aw.vz != 0: // Vertical
aw.Sprite.SetAnim(aw.anims["run_vert"])
// vz == 0 for all remaining cases
case aw.vx < 0: // Left
aw.Sprite.SetAnim(aw.anims["run_left"])
aw.facingLeft = true
case aw.vx > 0: // Right
aw.Sprite.SetAnim(aw.anims["run_right"])
aw.facingLeft = false
default: // aw.vx == 0; Idle
aw.Sprite.SetAnim(aw.anims["idle_right"])
if aw.facingLeft {
aw.Sprite.SetAnim(aw.anims["idle_left"])
}
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}
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// s = (v_0 + v) / 2.
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aw.Sprite.Actor.MoveX((ux+aw.vx)/2, nil)
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// For Y, on collision from going upwards, bounce a little bit.
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// Does not apply to X because controls override it anyway.
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aw.Sprite.Actor.MoveY((uy+aw.vy)/2, func() {
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if aw.vy > 0 {
return
}
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aw.vy *= restitution
if math.Abs(aw.vy) < ε {
aw.vy = 0
}
})
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aw.Sprite.Actor.MoveZ((uz+aw.vz)/2, nil)
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return nil
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}
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func (aw *Awakeman) Prepare(game *engine.Game) error {
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cam, ok := game.Component(aw.CameraID).(*engine.Camera)
if !ok {
return fmt.Errorf("component %q not *engine.Camera", aw.CameraID)
}
aw.camera = cam
tst, ok := game.Component(aw.ToastID).(*engine.DebugToast)
if !ok {
return fmt.Errorf("component %q not *engine.DebugToast", aw.ToastID)
}
aw.toast = tst
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aw.anims = aw.Sprite.Sheet.NewAnims()
/*
idle_left
idle_right
run_left
run_right
run_vert
*/
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return nil
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}
func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }