all the tiles collide
This commit is contained in:
parent
152fc7d528
commit
4ea31970e5
2 changed files with 55 additions and 40 deletions
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@ -79,8 +79,12 @@ func (a *Actor) Update() error {
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default:
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default:
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a.vx = 0
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a.vx = 0
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}
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}
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a.MoveX(a.vx, nil)
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a.MoveX(a.vx, func() {
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a.MoveY(a.vy, nil)
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a.vx = 0
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})
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a.MoveY(a.vy, func() {
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a.vy = 0
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})
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return nil
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return nil
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}
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}
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47
main.go
47
main.go
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@ -2,6 +2,7 @@ package main
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import (
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import (
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"embed"
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"embed"
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"fmt"
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"image"
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"image"
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_ "image/png"
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_ "image/png"
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"log"
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"log"
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@ -56,16 +57,7 @@ func main() {
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{engine.StaticTile(9), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(9)},
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{engine.StaticTile(9), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(7), engine.StaticTile(9)},
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}
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}
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game := &engine.Game{
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level1 := &engine.Scene{
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ScreenHeight: screenHeight,
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ScreenWidth: screenWidth,
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Scene: &engine.Scene{
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ID: "root",
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Components: []interface{}{
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&engine.GobDumper{
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KeyCombo: []ebiten.Key{ebiten.KeyControl, ebiten.KeyD},
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},
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&engine.Scene{
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ID: "level_1",
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ID: "level_1",
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Components: []interface{}{
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Components: []interface{}{
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&engine.Tilemap{
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&engine.Tilemap{
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@ -77,24 +69,20 @@ func main() {
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},
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},
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&engine.SolidRect{
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&engine.SolidRect{
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ID: "ceiling",
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ID: "ceiling",
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Rect: image.Rect(0, -2, 320, -1),
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Rect: image.Rect(0, -1, 320, 0),
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},
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},
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&engine.SolidRect{
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&engine.SolidRect{
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ID: "left_wall",
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ID: "left_wall",
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Rect: image.Rect(-2, 0, -1, 240),
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Rect: image.Rect(-1, 0, 0, 240),
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},
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},
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&engine.SolidRect{
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&engine.SolidRect{
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ID: "right_wall",
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ID: "right_wall",
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Rect: image.Rect(320, 0, 321, 240),
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Rect: image.Rect(320, 0, 321, 240),
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},
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},
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&engine.SolidRect{
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/*&engine.SolidRect{
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ID: "ground",
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ID: "ground",
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Rect: image.Rect(0, 192, 320, 240),
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Rect: image.Rect(0, 192, 320, 240),
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},
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},*/
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&engine.SolidRect{
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ID: "a_red_tile",
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Rect: image.Rect(16, 144, 31, 159),
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},
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&engine.Actor{
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&engine.Actor{
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ID: "protagonist",
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ID: "protagonist",
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Position: image.Pt(100, 100),
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Position: image.Pt(100, 100),
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@ -102,7 +90,30 @@ func main() {
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ZPos: 1,
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ZPos: 1,
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},
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},
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},
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},
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}
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// TODO: something better...
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for j, row := range tiles {
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for i, tile := range row {
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if tile != nil {
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level1.Components = append(level1.Components, &engine.SolidRect{
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ID: engine.ID(fmt.Sprintf("tile_%d_%d", j, i)),
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Rect: image.Rect(i*16, j*16, (i+1)*16, (j+1)*16),
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})
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}
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}
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}
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game := &engine.Game{
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ScreenHeight: screenHeight,
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ScreenWidth: screenWidth,
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Scene: &engine.Scene{
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ID: "root",
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Components: []interface{}{
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&engine.GobDumper{
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KeyCombo: []ebiten.Key{ebiten.KeyControl, ebiten.KeyD},
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},
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},
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level1,
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engine.PerfDisplay{},
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engine.PerfDisplay{},
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},
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},
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},
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},
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