package engine import "math" // Thorson-style movement: // https://maddythorson.medium.com/celeste-and-towerfall-physics-d24bd2ae0fc5 const collide = false // TODO: add collision detection type Actor struct { X, Y int game *Game xRem, yRem float64 } func (a *Actor) MoveX(dx float64, onCollide func()) { a.xRem += dx move := int(math.Round(a.xRem)) if move == 0 { return } a.xRem -= float64(move) sign := sign(move) for move != 0 { if collide { if onCollide != nil { onCollide() } return } a.X += sign move -= sign } } func (a *Actor) MoveY(dy float64, onCollide func()) { a.yRem += dy move := int(math.Round(a.yRem)) if move == 0 { return } a.yRem -= float64(move) sign := sign(move) for move != 0 { if collide { if onCollide != nil { onCollide() } return } a.Y += sign move -= sign } } func (a *Actor) Build(g *Game) { a.game = g } func sign(m int) int { if m < 0 { return -1 } return 1 }