package engine import ( "encoding/gob" "errors" "image" ) // Ensure Actor satisfies interfaces. var _ Prepper = &Actor{} var errCollision = errors.New("collision detected") func init() { gob.Register(&Actor{}) } // Thorson-style movement: // https://maddythorson.medium.com/celeste-and-towerfall-physics-d24bd2ae0fc5 // Actor handles basic movement. type Actor struct { CollisionDomain string Pos image.Point Size image.Point collisionDomain interface{} xRem, yRem float64 } func (a *Actor) CollidesAt(p image.Point) bool { return nil != Walk(a.collisionDomain, func(c interface{}) error { coll, ok := c.(Collider) if !ok { return nil } if coll.CollidesWith(image.Rectangle{Min: p, Max: p.Add(a.Size)}) { return errCollision } return nil }) } func (a *Actor) MoveX(dx float64, onCollide func()) { a.xRem += dx move := int(a.xRem + 0.5) // Note: math.Round can lead to vibration if move == 0 { return } a.xRem -= float64(move) sign := sign(move) for move != 0 { if a.CollidesAt(a.Pos.Add(image.Pt(sign, 0))) { if onCollide != nil { onCollide() } return } a.Pos.X += sign move -= sign } } func (a *Actor) MoveY(dy float64, onCollide func()) { a.yRem += dy move := int(a.yRem + 0.5) if move == 0 { return } a.yRem -= float64(move) sign := sign(move) for move != 0 { if a.CollidesAt(a.Pos.Add(image.Pt(0, sign))) { if onCollide != nil { onCollide() } return } a.Pos.Y += sign move -= sign } } func (a *Actor) Prepare(g *Game) { a.collisionDomain = g.Component(a.CollisionDomain) } func sign(m int) int { if m < 0 { return -1 } return 1 }