ichigo/game/aw.go

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package game
import (
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"encoding/gob"
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"image"
"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
vx, vy float64
facingLeft bool
animIdleLeft, animIdleRight, animRunLeft, animRunRight *engine.Anim
}
func (aw *Awakeman) Update() error {
const (
bounceDampen = 0.5
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gravity = 0.3
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jumpVelocity = -3.5
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runVelocity = 1.5
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)
// Standing on something?
if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) {
// Not falling
aw.vy = 0
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
// Jump?
aw.vy = jumpVelocity
}
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// TODO: coyote-time
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} else {
// Falling
aw.vy += gravity
}
switch {
case ebiten.IsKeyPressed(ebiten.KeyLeft):
aw.vx = -runVelocity
aw.SetAnim(aw.animRunLeft)
aw.facingLeft = true
case ebiten.IsKeyPressed(ebiten.KeyRight):
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)
}
}
aw.MoveX(aw.vx, func() { aw.vx = -aw.vx * bounceDampen })
aw.MoveY(aw.vy, func() { aw.vy = -aw.vy * bounceDampen })
return aw.Sprite.Update()
}
func (aw *Awakeman) Prepare(*engine.Game) {
aw.animRunLeft = &engine.Anim{Def: engine.AnimDefs["aw_run_left"]}
aw.animRunRight = &engine.Anim{Def: engine.AnimDefs["aw_run_right"]}
aw.animIdleLeft = &engine.Anim{Def: engine.AnimDefs["aw_idle_left"]}
aw.animIdleRight = &engine.Anim{Def: engine.AnimDefs["aw_idle_right"]}
}
func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }