2021-08-05 12:26:41 +10:00
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package game
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import (
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2021-08-05 12:33:23 +10:00
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"encoding/gob"
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"image"
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"drjosh.dev/gurgle/engine"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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2021-08-05 12:33:23 +10:00
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func init() {
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gob.Register(Awakeman{})
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}
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2021-08-05 12:26:41 +10:00
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type Awakeman struct {
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engine.Sprite
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2021-08-08 22:07:55 +10:00
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CameraID string
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camera *engine.Camera
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vx, vy float64
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facingLeft bool
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coyoteTimer int
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animIdleLeft, animIdleRight, animRunLeft, animRunRight *engine.Anim
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}
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func (aw *Awakeman) Update() error {
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const (
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bounceDampen = 0.5
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gravity = 0.3
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jumpVelocity = -3.5
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runVelocity = 1.4
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)
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// Standing on something?
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if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) {
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// Not falling
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aw.vy = 0
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aw.coyoteTimer = 5
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} else {
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// Falling
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aw.vy += gravity
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if aw.coyoteTimer > 0 {
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aw.coyoteTimer--
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}
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}
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2021-08-09 12:03:51 +10:00
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// NB: spacebar sometimes does things on web pages (scrolls down)
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if aw.coyoteTimer > 0 && (inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ)) {
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// Jump
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aw.vy = jumpVelocity
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}
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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
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aw.SetAnim(aw.animRunLeft)
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aw.facingLeft = true
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case ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD):
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aw.vx = runVelocity
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aw.SetAnim(aw.animRunRight)
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aw.facingLeft = false
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default:
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aw.vx = 0
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aw.SetAnim(aw.animIdleRight)
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if aw.facingLeft {
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aw.SetAnim(aw.animIdleLeft)
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}
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}
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2021-08-09 13:58:33 +10:00
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zc := false
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if inpututil.IsKeyJustPressed(ebiten.KeyShift) {
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aw.camera.Zoom(2)
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zc = true
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}
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if inpututil.IsKeyJustReleased(ebiten.KeyShift) {
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aw.camera.Zoom(0.5)
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zc = true
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}
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p := aw.Pos
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aw.MoveX(aw.vx, func() { aw.vx = -aw.vx * bounceDampen })
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aw.MoveY(aw.vy, func() { aw.vy = -aw.vy * bounceDampen })
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if zc || aw.Pos != p {
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aw.camera.Centre(aw.Pos.Add(aw.Size.Div(2)))
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}
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return aw.Sprite.Update()
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}
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2021-08-08 22:07:55 +10:00
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func (aw *Awakeman) Prepare(game *engine.Game) {
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aw.camera = game.Component(aw.CameraID).(*engine.Camera)
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aw.animIdleLeft = &engine.Anim{Def: engine.AnimDefs["aw_idle_left"]}
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aw.animIdleRight = &engine.Anim{Def: engine.AnimDefs["aw_idle_right"]}
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aw.animRunLeft = &engine.Anim{Def: engine.AnimDefs["aw_run_left"]}
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aw.animRunRight = &engine.Anim{Def: engine.AnimDefs["aw_run_right"]}
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}
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func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }
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