movement, animation, etc
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parent
94a72ad517
commit
67a8f03cbf
8 changed files with 72 additions and 53 deletions
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@ -29,7 +29,7 @@ func init() {
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gob.Register(&Prism{})
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gob.Register(&Prism{})
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}
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}
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// PrismMap is a generalised tilemap/wallmap/etc.
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// PrismMap is a generalised 3D tilemap/wallmap/etc.
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type PrismMap struct {
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type PrismMap struct {
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ID
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ID
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Disabled
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Disabled
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@ -95,7 +95,6 @@ func (m *PrismMap) Prepare(g *Game) error {
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return fmt.Errorf("inverting PosToWorld: %w", err)
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return fmt.Errorf("inverting PosToWorld: %w", err)
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}
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}
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m.pwinverse = pwi
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m.pwinverse = pwi
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// log.Printf("inverted PosToWorld: %v", pwi)
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for v, p := range m.Map {
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for v, p := range m.Map {
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p.pos = v
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p.pos = v
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p.m = m
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p.m = m
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@ -29,6 +29,15 @@ func (s *Sheet) NewAnim(key string) *Anim {
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return s.AnimDefs[key].NewAnim()
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return s.AnimDefs[key].NewAnim()
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}
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}
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// NewAnims returns a new Anim for every AnimDef in the AnimDefs map.
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func (s *Sheet) NewAnims() map[string]*Anim {
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m := make(map[string]*Anim, len(s.AnimDefs))
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for k, d := range s.AnimDefs {
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m[k] = d.NewAnim()
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}
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return m
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}
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// Prepare computes the width of the image (in cells).
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// Prepare computes the width of the image (in cells).
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func (s *Sheet) Prepare(*Game) error {
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func (s *Sheet) Prepare(*Game) error {
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s.w, _ = s.Src.Image().Size()
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s.w, _ = s.Src.Image().Size()
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101
game/aw.go
101
game/aw.go
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@ -2,7 +2,6 @@ package game
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import (
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import (
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"encoding/gob"
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"encoding/gob"
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"errors"
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"fmt"
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"fmt"
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"math"
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"math"
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@ -38,7 +37,7 @@ type Awakeman struct {
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jumpBuffer int
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jumpBuffer int
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noclip bool
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noclip bool
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animIdleLeft, animIdleRight, animRunLeft, animRunRight, animWalkLeft, animWalkRight *engine.Anim
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anims map[string]*engine.Anim
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}
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}
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// Ident returns "awakeman". There should be only one!
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// Ident returns "awakeman". There should be only one!
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@ -97,10 +96,11 @@ func (aw *Awakeman) realUpdate() error {
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const (
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const (
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ε = 0.2
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ε = 0.2
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restitution = -0.3
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restitution = -0.3
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gravity = 0.2
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gravity = 0.25
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airResistance = -0.02 // ⇒ terminal velocity = 10
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airResistance = -0.005 // ⇒ terminal velocity = 10
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jumpVelocity = -4.2
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jumpVelocity = -3.3
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runVelocity = 1.4
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sqrt2 = 1.414213562373095
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runVelocity = sqrt2
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coyoteTime = 5
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coyoteTime = 5
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jumpBufferTime = 5
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jumpBufferTime = 5
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)
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)
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@ -118,7 +118,7 @@ func (aw *Awakeman) realUpdate() error {
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ux, uy, uz := aw.vx, aw.vy, aw.vz
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ux, uy, uz := aw.vx, aw.vy, aw.vz
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// Has traction?
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// Has traction?
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if aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(engine.Pt3(0, 1, 0))) {
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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.
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// Not falling.
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// Instantly decelerate (AW absorbs all kinetic E in legs, or something)
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// Instantly decelerate (AW absorbs all kinetic E in legs, or something)
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if aw.jumpBuffer > 0 {
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if aw.jumpBuffer > 0 {
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@ -154,38 +154,54 @@ func (aw *Awakeman) realUpdate() error {
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aw.jumpBuffer = jumpBufferTime
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aw.jumpBuffer = jumpBufferTime
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}
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}
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}
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}
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// Left and right
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// Left, right, away, toward
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aw.vx, aw.vz = 0, 0
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switch {
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA):
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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aw.vx = -runVelocity
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aw.vx = -runVelocity
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aw.Sprite.SetAnim(aw.animRunLeft)
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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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.vx = runVelocity
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aw.Sprite.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.Sprite.SetAnim(aw.animIdleRight)
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if aw.facingLeft {
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aw.Sprite.SetAnim(aw.animIdleLeft)
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}
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}
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}
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// Up and down (away and closer)
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switch {
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW):
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case ebiten.IsKeyPressed(ebiten.KeyUp):
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aw.vz = -runVelocity
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aw.vz = -runVelocity
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case ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS):
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case ebiten.IsKeyPressed(ebiten.KeyDown):
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aw.vz = runVelocity
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aw.vz = runVelocity
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default:
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}
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aw.vz = 0
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// Animations and velocity correction
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switch {
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case aw.vx != 0 && aw.vz != 0: // Diagonal
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aw.Sprite.SetAnim(aw.anims["run_vert"])
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// Pythagorean theorem; |vx| = |vz|, so the hypotenuse is √2 too big
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// if we want to run at runVelocity always
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aw.vx /= sqrt2
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aw.vz /= sqrt2
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case aw.vx == 0 && aw.vz != 0: // Vertical
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aw.Sprite.SetAnim(aw.anims["run_vert"])
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// vz == 0 for all remaining cases
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case aw.vx < 0: // Left
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aw.Sprite.SetAnim(aw.anims["run_left"])
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aw.facingLeft = true
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case aw.vx > 0: // Right
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aw.Sprite.SetAnim(aw.anims["run_right"])
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aw.facingLeft = false
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default: // aw.vx == 0; Idle
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aw.Sprite.SetAnim(aw.anims["idle_right"])
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if aw.facingLeft {
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aw.Sprite.SetAnim(aw.anims["idle_left"])
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}
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}
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}
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// s = (v_0 + v) / 2.
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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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aw.Sprite.Actor.MoveX((ux+aw.vx)/2, nil)
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// For Y, on collision, bounce a little bit.
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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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// 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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aw.Sprite.Actor.MoveY((uy+aw.vy)/2, func() {
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if aw.vy > 0 {
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return
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}
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aw.vy *= restitution
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aw.vy *= restitution
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if math.Abs(aw.vy) < ε {
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if math.Abs(aw.vy) < ε {
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aw.vy = 0
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aw.vy = 0
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@ -206,31 +222,16 @@ func (aw *Awakeman) Prepare(game *engine.Game) error {
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return fmt.Errorf("component %q not *engine.DebugToast", aw.ToastID)
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return fmt.Errorf("component %q not *engine.DebugToast", aw.ToastID)
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}
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}
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aw.toast = tst
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aw.toast = tst
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aw.anims = aw.Sprite.Sheet.NewAnims()
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/*
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idle_left
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idle_right
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run_left
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run_right
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run_vert
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*/
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aw.animIdleLeft = aw.Sprite.Sheet.NewAnim("idle_left")
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if aw.animIdleLeft == nil {
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return errors.New("missing anim idle_left")
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}
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aw.animIdleRight = aw.Sprite.Sheet.NewAnim("idle_right")
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if aw.animIdleRight == nil {
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return errors.New("missing anim idle_right")
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}
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aw.animRunLeft = aw.Sprite.Sheet.NewAnim("run_left")
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if aw.animRunLeft == nil {
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return errors.New("missing anim run_left")
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}
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aw.animRunRight = aw.Sprite.Sheet.NewAnim("run_right")
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if aw.animRunRight == nil {
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return errors.New("missing anim run_right")
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}
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aw.animWalkRight = aw.Sprite.Sheet.NewAnim("walk_left")
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if aw.animWalkRight == nil {
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return errors.New("missing anim walk_left")
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}
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aw.animWalkLeft = aw.Sprite.Sheet.NewAnim("walk_right")
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if aw.animWalkLeft == nil {
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return errors.New("missing anim walk_right")
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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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12
main.go
12
main.go
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@ -251,7 +251,7 @@ func level1() *engine.Scene {
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engine.Pt3(4, 0, 5): {},
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engine.Pt3(4, 0, 5): {},
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engine.Pt3(5, 0, 5): {},
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engine.Pt3(5, 0, 5): {},
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engine.Pt3(6, 0, 5): {},
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engine.Pt3(6, 0, 5): {},
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engine.Pt3(6, -1, 5): {},
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engine.Pt3(6, -1, 5): {Cell: 1},
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engine.Pt3(7, 0, 5): {},
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engine.Pt3(7, 0, 5): {},
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engine.Pt3(8, 0, 5): {},
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engine.Pt3(8, 0, 5): {},
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engine.Pt3(9, 0, 5): {},
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engine.Pt3(9, 0, 5): {},
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@ -360,6 +360,16 @@ func level1() *engine.Scene {
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{Cell: 12, Duration: 3},
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{Cell: 12, Duration: 3},
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{Cell: 13, Duration: 3},
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{Cell: 13, Duration: 3},
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}},
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}},
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"run_vert": {Steps: []engine.AnimStep{
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{Cell: 18, Duration: 3},
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{Cell: 19, Duration: 5},
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{Cell: 20, Duration: 3},
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{Cell: 21, Duration: 3},
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{Cell: 22, Duration: 3},
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{Cell: 23, Duration: 5},
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{Cell: 24, Duration: 3},
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{Cell: 25, Duration: 3},
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}},
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"walk_left": {Steps: []engine.AnimStep{
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"walk_left": {Steps: []engine.AnimStep{
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{Cell: 2, Duration: 6},
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{Cell: 2, Duration: 6},
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{Cell: 3, Duration: 6},
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{Cell: 3, Duration: 6},
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