package game import ( "encoding/gob" "image" "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 vx, vy float64 facingLeft bool animIdleLeft, animIdleRight, animRunLeft, animRunRight *engine.Anim } func (aw *Awakeman) Update() error { const ( bounceDampen = 0.5 gravity = 0.3 jumpVelocity = -5 runVelocity = 2 ) // Standing on something? if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) { // Not falling aw.vy = 0 if inpututil.IsKeyJustPressed(ebiten.KeySpace) { // Jump? aw.vy = jumpVelocity } } else { // Falling aw.vy += gravity } switch { case ebiten.IsKeyPressed(ebiten.KeyLeft): aw.vx = -runVelocity aw.SetAnim(aw.animRunLeft) aw.facingLeft = true case ebiten.IsKeyPressed(ebiten.KeyRight): 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.MoveX(aw.vx, func() { aw.vx = -aw.vx * bounceDampen }) aw.MoveY(aw.vy, func() { aw.vy = -aw.vy * bounceDampen }) return aw.Sprite.Update() } func (aw *Awakeman) Prepare(*engine.Game) { aw.animRunLeft = &engine.Anim{Def: engine.AnimDefs["aw_run_left"]} aw.animRunRight = &engine.Anim{Def: engine.AnimDefs["aw_run_right"]} aw.animIdleLeft = &engine.Anim{Def: engine.AnimDefs["aw_idle_left"]} aw.animIdleRight = &engine.Anim{Def: engine.AnimDefs["aw_idle_right"]} } func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }