package engine import ( "encoding/gob" "image" "math" ) func init() { gob.Register(Actor{}) } // Thorson-style movement: // https://maddythorson.medium.com/celeste-and-towerfall-physics-d24bd2ae0fc5 // Collider components have tangible form. type Collider interface { CollidesWith(image.Rectangle) bool } type Actor struct { Position image.Point Size image.Point game *Game xRem, yRem float64 } func (a *Actor) collidesAt(p image.Point) bool { // TODO: more efficient test? hit := false a.game.Walk(func(c interface{}) bool { if coll, ok := c.(Collider); ok { if coll.CollidesWith(image.Rectangle{Min: p, Max: p.Add(a.Size)}) { hit = true return false } } return true }) return hit } 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 a.collidesAt(a.Position.Add(image.Pt(sign, 0))) { if onCollide != nil { onCollide() } return } a.Position.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 a.collidesAt(a.Position.Add(image.Pt(0, sign))) { if onCollide != nil { onCollide() } return } a.Position.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 }