package game import ( "encoding/gob" "image" "math" "drjosh.dev/gurgle/engine" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" ) func init() { gob.Register(Awakeman{}) } type Awakeman struct { engine.Sprite CameraID string camera *engine.Camera vx, vy float64 facingLeft bool coyoteTimer int animIdleLeft, animIdleRight, animRunLeft, animRunRight *engine.Anim } func (aw *Awakeman) Update() error { const ( ε = 0.2 restitution = -0.3 gravity = 0.3 airResistance = -0.01 // ⇒ terminal velocity = 30 jumpVelocity = -4.2 runVelocity = 1.4 coyoteTime = 5 ) // High-school physics time! Under constant acceleration: // v = v_0 + a*t // and // s = t * (v_0 + v) / 2 // (note t is in ticks and s is in world units) // and since we get one Update per tick (t = 1), // v = v_0 + a, // and // s = (v_0 + v) / 2. // Capture current v_0 to use later. ux, uy := aw.vx, aw.vy // Has traction? if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) { // Not falling aw.vy = 0 aw.coyoteTimer = coyoteTime } else { // Falling. v = v_0 + a, and a = gravity + airResistance(v_0) aw.vy += gravity + airResistance*aw.vy if aw.coyoteTimer > 0 { aw.coyoteTimer-- } } // Handle controls // NB: spacebar sometimes does things on web pages (scrolls down) if aw.coyoteTimer > 0 && (inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ)) { // Jump. One frame of a = jumpVelocity (ignoring any gravity already applied this tick). aw.vy = jumpVelocity } switch { case ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA): aw.vx = -runVelocity aw.SetAnim(aw.animRunLeft) aw.facingLeft = true case ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD): 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.camera.Zoom = 1 if ebiten.IsKeyPressed(ebiten.KeyShift) { aw.camera.Zoom = 2 } /* if inpututil.IsKeyJustPressed(ebiten.KeyR) { aw.camera.Rotation += math.Pi / 6 } */ // s = (v_0 + v) / 2. aw.MoveX((ux+aw.vx)/2, nil) // For Y, on collision, bounce a little bit. // Does not apply to X because controls override it anyway. aw.MoveY((uy+aw.vy)/2, func() { aw.vy *= restitution if math.Abs(aw.vy) < ε { aw.vy = 0 } }) // aw.Pos is top-left corner, so add half size to get centre aw.camera.Centre = aw.Pos.Add(aw.Size.Div(2)) return aw.Sprite.Update() } func (aw *Awakeman) Prepare(game *engine.Game) { aw.camera = game.Component(aw.CameraID).(*engine.Camera) aw.animIdleLeft = &engine.Anim{Def: engine.AnimDefs["aw_idle_left"]} aw.animIdleRight = &engine.Anim{Def: engine.AnimDefs["aw_idle_right"]} aw.animRunLeft = &engine.Anim{Def: engine.AnimDefs["aw_run_left"]} aw.animRunRight = &engine.Anim{Def: engine.AnimDefs["aw_run_right"]} } func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }