MoveZ, etc
This commit is contained in:
parent
09167208ea
commit
db7590f767
6 changed files with 67 additions and 24 deletions
|
@ -2,14 +2,10 @@ package engine
|
|||
|
||||
import (
|
||||
"encoding/gob"
|
||||
"image"
|
||||
)
|
||||
|
||||
// Ensure Actor satisfies interfaces.
|
||||
var _ interface {
|
||||
Bounder
|
||||
Prepper
|
||||
} = &Actor{}
|
||||
var _ Prepper = &Actor{}
|
||||
|
||||
func init() {
|
||||
gob.Register(&Actor{})
|
||||
|
@ -21,17 +17,14 @@ func init() {
|
|||
// Actor handles basic movement.
|
||||
type Actor struct {
|
||||
CollisionDomain string // id of component to look for colliders inside of
|
||||
Pos image.Point
|
||||
Size image.Point
|
||||
Pos, Size Point3
|
||||
xRem, yRem, zRem float64
|
||||
|
||||
xRem, yRem float64
|
||||
game *Game
|
||||
}
|
||||
|
||||
func (a *Actor) BoundingRect() image.Rectangle { return image.Rectangle{a.Pos, a.Pos.Add(a.Size)} }
|
||||
|
||||
func (a *Actor) CollidesAt(p image.Point) bool {
|
||||
bounds := image.Rectangle{Min: p, Max: p.Add(a.Size)}
|
||||
func (a *Actor) CollidesAt(p Point3) bool {
|
||||
bounds := Box{Min: p, Max: p.Add(a.Size)}.XY() // TODO: 3D collision
|
||||
for c := range a.game.Query(a.CollisionDomain, ColliderType) {
|
||||
if c.(Collider).CollidesWith(bounds) {
|
||||
return true
|
||||
|
@ -49,7 +42,7 @@ func (a *Actor) MoveX(dx float64, onCollide func()) {
|
|||
a.xRem -= float64(move)
|
||||
sign := sign(move)
|
||||
for move != 0 {
|
||||
if a.CollidesAt(a.Pos.Add(image.Pt(sign, 0))) {
|
||||
if a.CollidesAt(a.Pos.Add(Pt3(sign, 0, 0))) {
|
||||
if onCollide != nil {
|
||||
onCollide()
|
||||
}
|
||||
|
@ -69,7 +62,7 @@ func (a *Actor) MoveY(dy float64, onCollide func()) {
|
|||
a.yRem -= float64(move)
|
||||
sign := sign(move)
|
||||
for move != 0 {
|
||||
if a.CollidesAt(a.Pos.Add(image.Pt(0, sign))) {
|
||||
if a.CollidesAt(a.Pos.Add(Pt3(0, sign, 0))) {
|
||||
if onCollide != nil {
|
||||
onCollide()
|
||||
}
|
||||
|
@ -80,6 +73,26 @@ func (a *Actor) MoveY(dy float64, onCollide func()) {
|
|||
}
|
||||
}
|
||||
|
||||
func (a *Actor) MoveZ(dz float64, onCollide func()) {
|
||||
a.yRem += dz
|
||||
move := int(a.zRem + 0.5)
|
||||
if move == 0 {
|
||||
return
|
||||
}
|
||||
a.zRem -= float64(move)
|
||||
sign := sign(move)
|
||||
for move != 0 {
|
||||
if a.CollidesAt(a.Pos.Add(Pt3(0, 0, 0))) {
|
||||
if onCollide != nil {
|
||||
onCollide()
|
||||
}
|
||||
return
|
||||
}
|
||||
a.Pos.Z += sign
|
||||
move -= sign
|
||||
}
|
||||
}
|
||||
|
||||
func (a *Actor) Prepare(g *Game) error {
|
||||
a.game = g
|
||||
return nil
|
||||
|
|
|
@ -150,6 +150,34 @@ func (b Box) Size() Point3 {
|
|||
return b.Max.Sub(b.Min)
|
||||
}
|
||||
|
||||
// Back returns an image.Rectangle representing the back of the box, using
|
||||
// the given projection π.
|
||||
func (b Box) Back(π image.Point) image.Rectangle {
|
||||
b.Max.Z = b.Min.Z
|
||||
return image.Rectangle{
|
||||
Min: b.Min.IsoProject(π),
|
||||
Max: b.Max.IsoProject(π),
|
||||
}
|
||||
}
|
||||
|
||||
// Front returns an image.Rectangle representing the front of the box, using
|
||||
// the given projection π.
|
||||
func (b Box) Front(π image.Point) image.Rectangle {
|
||||
b.Min.Z = b.Max.Z
|
||||
return image.Rectangle{
|
||||
Min: b.Min.IsoProject(π),
|
||||
Max: b.Max.IsoProject(π),
|
||||
}
|
||||
}
|
||||
|
||||
// XY returns the image.Rectangle representing the box if we forgot about Z.
|
||||
func (b Box) XY() image.Rectangle {
|
||||
return image.Rectangle{
|
||||
Min: b.Min.XY(),
|
||||
Max: b.Max.XY(),
|
||||
}
|
||||
}
|
||||
|
||||
// IsoVoxmap implements a voxel map, painted using flat images in 2D.
|
||||
type IsoVoxmap struct {
|
||||
ID
|
||||
|
|
|
@ -25,7 +25,6 @@ type Sprite struct {
|
|||
FrameOffset image.Point
|
||||
Hidden
|
||||
Sheet Sheet
|
||||
ZOrder
|
||||
|
||||
anim *Anim
|
||||
}
|
||||
|
@ -35,6 +34,11 @@ func (s *Sprite) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
|
|||
screen.DrawImage(s.Sheet.SubImage(s.anim.Cell()), opts)
|
||||
}
|
||||
|
||||
// DrawOrder returns the Z position from Actor.Pos, and 0 bias.
|
||||
func (s *Sprite) DrawOrder() (int, int) {
|
||||
return s.Actor.Pos.Z, 0
|
||||
}
|
||||
|
||||
// Scan returns the Actor and the Sheet.
|
||||
func (s *Sprite) Scan() []interface{} {
|
||||
return []interface{}{
|
||||
|
@ -54,7 +58,7 @@ func (s *Sprite) SetAnim(a *Anim) {
|
|||
|
||||
// Transform returns a translation by the FrameOffset.
|
||||
func (s *Sprite) Transform() (opts ebiten.DrawImageOptions) {
|
||||
opts.GeoM.Translate(cfloat(s.Actor.Pos.Add(s.FrameOffset)))
|
||||
opts.GeoM.Translate(cfloat(s.Actor.Pos.XY().Add(s.FrameOffset)))
|
||||
return opts
|
||||
}
|
||||
|
||||
|
|
Binary file not shown.
|
@ -4,7 +4,6 @@ import (
|
|||
"encoding/gob"
|
||||
"errors"
|
||||
"fmt"
|
||||
"image"
|
||||
"math"
|
||||
|
||||
"drjosh.dev/gurgle/engine"
|
||||
|
@ -71,7 +70,7 @@ func (aw *Awakeman) Update() error {
|
|||
if ebiten.IsKeyPressed(ebiten.KeyShift) {
|
||||
z = 2.0
|
||||
}
|
||||
aw.camera.PointAt(aw.Sprite.Actor.Pos.Add(aw.Sprite.Actor.Size.Div(2)), z)
|
||||
aw.camera.PointAt(aw.Sprite.Actor.Pos.XY().Add(aw.Sprite.Actor.Size.XY().Div(2)), z)
|
||||
return nil
|
||||
}
|
||||
|
||||
|
@ -116,7 +115,7 @@ func (aw *Awakeman) realUpdate() error {
|
|||
ux, uy := aw.vx, aw.vy
|
||||
|
||||
// Has traction?
|
||||
if aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(image.Pt(0, 1))) {
|
||||
if aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(engine.Pt3(0, 1, 0))) {
|
||||
// Not falling.
|
||||
// Instantly decelerate (AW absorbs all kinetic E in legs, or something)
|
||||
if aw.jumpBuffer > 0 {
|
||||
|
|
5
main.go
5
main.go
|
@ -187,8 +187,8 @@ func writeLevel1() {
|
|||
Sprite: engine.Sprite{
|
||||
Actor: engine.Actor{
|
||||
CollisionDomain: "level_1",
|
||||
Pos: image.Pt(100, 100),
|
||||
Size: image.Pt(8, 16),
|
||||
Pos: engine.Pt3(100, 100, 9),
|
||||
Size: engine.Pt3(8, 16, 8),
|
||||
},
|
||||
FrameOffset: image.Pt(-1, 0),
|
||||
Sheet: engine.Sheet{
|
||||
|
@ -228,7 +228,6 @@ func writeLevel1() {
|
|||
CellSize: image.Pt(10, 16),
|
||||
Src: engine.ImageRef{Path: "assets/aw.png"},
|
||||
},
|
||||
ZOrder: 9,
|
||||
},
|
||||
},
|
||||
},
|
||||
|
|
Loading…
Reference in a new issue