ichigo/game/aw.go
2021-08-23 20:28:49 +10:00

202 lines
4.6 KiB
Go

package game
import (
"encoding/gob"
"image"
"math"
"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
CameraID string
camera *engine.Camera
vx, vy float64
facingLeft bool
coyoteTimer int
jumpBuffer int
noclip bool
animIdleLeft, animIdleRight, animRunLeft, animRunRight, animWalkLeft, animWalkRight *engine.Anim
}
func (aw *Awakeman) Update() error {
// TODO: better cheat for noclip
if inpututil.IsKeyJustPressed(ebiten.KeyN) {
aw.noclip = !aw.noclip
}
upd := aw.realUpdate
if aw.noclip {
upd = aw.noclipUpdate
}
if err := upd(); err != nil {
return err
}
// Update the camera
aw.camera.Zoom = 1
if ebiten.IsKeyPressed(ebiten.KeyShift) {
aw.camera.Zoom = 2
}
// aw.Pos is top-left corner, so add half size to get centre
aw.camera.Centre = aw.Pos.Add(aw.Size.Div(2))
return nil
}
func (aw *Awakeman) noclipUpdate() error {
if ebiten.IsKeyPressed(ebiten.KeyUp) {
aw.Pos.Y--
}
if ebiten.IsKeyPressed(ebiten.KeyDown) {
aw.Pos.Y++
}
if ebiten.IsKeyPressed(ebiten.KeyLeft) {
aw.Pos.X--
}
if ebiten.IsKeyPressed(ebiten.KeyRight) {
aw.Pos.X++
}
return nil
}
func (aw *Awakeman) realUpdate() error {
const (
ε = 0.2
restitution = -0.3
gravity = 0.3
airResistance = -0.01 // ⇒ terminal velocity = 30
jumpVelocity = -4.2
runVelocity = 1.4
coyoteTime = 5
jumpBufferTime = 5
)
// High-school physics time! Under constant acceleration:
// v = v_0 + a*t
// and
// s = t * (v_0 + v) / 2
// (note t is in ticks and s is in world units)
// and since we get one Update per tick (t = 1),
// v = v_0 + a,
// and
// s = (v_0 + v) / 2.
// Capture current v_0 to use later.
ux, uy := aw.vx, aw.vy
// Has traction?
if aw.CollidesAt(aw.Pos.Add(image.Pt(0, 1))) {
// Not falling.
// Instantly decelerate (AW absorbs all kinetic E in legs, or something)
if aw.jumpBuffer > 0 {
// Tried to jump recently -- so jump
aw.vy = jumpVelocity
aw.jumpBuffer = 0
} else {
// Can jump now or soon.
aw.vy = 0
aw.coyoteTimer = coyoteTime
}
} else {
// Falling. v = v_0 + a, and a = gravity + airResistance(v_0)
aw.vy += gravity + airResistance*aw.vy
if aw.coyoteTimer > 0 {
aw.coyoteTimer--
}
if aw.jumpBuffer > 0 {
aw.jumpBuffer--
}
}
// Handle controls
// NB: spacebar sometimes does things on web pages (scrolls down)
if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ) {
// On ground or recently on ground?
if aw.coyoteTimer > 0 {
// Jump. One frame of v = jumpVelocity (ignoring any gravity already applied this tick).
aw.vy = jumpVelocity
} else {
// Buffer the jump in case aw hits the ground soon.
aw.jumpBuffer = jumpBufferTime
}
}
// Left and right
switch {
case ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA):
aw.vx = -runVelocity
aw.SetAnim(aw.animRunLeft)
aw.facingLeft = true
case ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD):
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)
}
}
// s = (v_0 + v) / 2.
aw.MoveX((ux+aw.vx)/2, nil)
// For Y, on collision, bounce a little bit.
// Does not apply to X because controls override it anyway.
aw.MoveY((uy+aw.vy)/2, func() {
aw.vy *= restitution
if math.Abs(aw.vy) < ε {
aw.vy = 0
}
})
return aw.Sprite.Update()
}
func (aw *Awakeman) Prepare(game *engine.Game) {
aw.camera = game.Component(aw.CameraID).(*engine.Camera)
aw.animIdleLeft = &engine.Anim{Frames: []engine.AnimFrame{
{Frame: 1, Duration: 60},
}}
aw.animIdleRight = &engine.Anim{Frames: []engine.AnimFrame{
{Frame: 0, Duration: 60},
}}
aw.animRunLeft = &engine.Anim{Frames: []engine.AnimFrame{
{Frame: 14, Duration: 3},
{Frame: 15, Duration: 5},
{Frame: 16, Duration: 3},
{Frame: 17, Duration: 3},
}}
aw.animRunRight = &engine.Anim{Frames: []engine.AnimFrame{
{Frame: 10, Duration: 3},
{Frame: 11, Duration: 5},
{Frame: 12, Duration: 3},
{Frame: 13, Duration: 3},
}}
aw.animWalkRight = &engine.Anim{
Frames: []engine.AnimFrame{
{Frame: 2, Duration: 6},
{Frame: 3, Duration: 6},
{Frame: 4, Duration: 6},
{Frame: 5, Duration: 6},
},
}
aw.animWalkLeft = &engine.Anim{
Frames: []engine.AnimFrame{
{Frame: 6, Duration: 6},
{Frame: 7, Duration: 6},
{Frame: 8, Duration: 6},
{Frame: 9, Duration: 6},
},
}
}
func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }