package engine import ( "encoding/gob" ) // Ensure Actor satisfies interfaces. var _ Prepper = &Actor{} 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 // id of component to look for colliders inside of Pos, Size Point3 xRem, yRem, zRem float64 game *Game } func (a *Actor) CollidesAt(p Point3) bool { bounds := Box{Min: p, Max: p.Add(a.Size)} for c := range a.game.Query(a.CollisionDomain, ColliderType) { if c.(Collider).CollidesWith(bounds) { return true } } return false } 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(Pt3(sign, 0, 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(Pt3(0, sign, 0))) { if onCollide != nil { onCollide() } return } a.Pos.Y += sign move -= sign } } func (a *Actor) MoveZ(dz float64, onCollide func()) { a.zRem += 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, sign))) { if onCollide != nil { onCollide() } return } a.Pos.Z += sign move -= sign } } func (a *Actor) Prepare(g *Game) error { a.game = g return nil } func sign(m int) int { if m < 0 { return -1 } return 1 }