package engine import ( "image" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" ) const dampen = 0.5 const gravity = 0.2 // Sprite combines an Actor with the ability to Draw... type Sprite struct { Actor *Anim // TODO: better Hidden bool ID Src ImageRef ZPos vx, vy float64 // TODO: refactor facingLeft bool animIdleLeft, animIdleRight, animRunLeft, animRunRight *Anim } func (s *Sprite) Draw(screen *ebiten.Image, geom ebiten.GeoM) { if s.Hidden { return } var op ebiten.DrawImageOptions op.GeoM.Translate(float64(s.Actor.Position.X), float64(s.Actor.Position.Y)) op.GeoM.Concat(geom) frame := s.Anim.CurrentFrame() src := s.Src.Image() w, _ := src.Size() sx, sy := (frame*s.Actor.Size.X)%w, ((frame*s.Actor.Size.X)/w)*s.Actor.Size.Y screen.DrawImage(src.SubImage(image.Rect(sx, sy, sx+s.Actor.Size.X, sy+s.Actor.Size.Y)).(*ebiten.Image), &op) } func (s *Sprite) Scan() []interface{} { return []interface{}{&s.Actor} } func (s *Sprite) Update() error { // TODO: delegate updating to something else if s.Actor.CollidesAt(s.Actor.Position.Add(image.Pt(0, 1))) { // Not falling s.vy = 0 if inpututil.IsKeyJustPressed(ebiten.KeySpace) { // Jump? s.vy = -5 } } else { // Falling s.vy += gravity } switch { case ebiten.IsKeyPressed(ebiten.KeyLeft): s.vx = -2 s.Anim = s.animRunLeft s.facingLeft = true case ebiten.IsKeyPressed(ebiten.KeyRight): s.vx = 2 s.Anim = s.animRunRight s.facingLeft = false default: s.vx = 0 s.Anim = s.animIdleRight if s.facingLeft { s.Anim = s.animIdleLeft } } s.Actor.MoveX(s.vx, func() { s.vx = -s.vx * dampen }) s.Actor.MoveY(s.vy, func() { s.vy = -s.vy * dampen }) return s.Anim.Update() } func (s *Sprite) Build(g *Game) { // TODO: better than this s.animRunLeft = &Anim{Def: AnimDefs["aw_run_left"]} s.animRunRight = &Anim{Def: AnimDefs["aw_run_right"]} s.animIdleLeft = &Anim{Def: AnimDefs["aw_idle_left"]} s.animIdleRight = &Anim{Def: AnimDefs["aw_idle_right"]} }