ichigo/game/aw.go
Josh Deprez 0674fdc70c noclip
2021-08-18 19:17:56 +10:00

151 lines
3.6 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
noclip bool
animIdleLeft, animIdleRight, animRunLeft, animRunRight *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
}
aw.camera.Zoom = 1
if ebiten.IsKeyPressed(ebiten.KeyShift) {
aw.camera.Zoom = 2
}
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
)
// 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)
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--
}
}
// Handle controls
// NB: spacebar sometimes does things on web pages (scrolls down)
if aw.coyoteTimer > 0 && (inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ)) {
// Jump. One frame of a = jumpVelocity (ignoring any gravity already applied this tick).
aw.vy = jumpVelocity
}
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
}
})
// aw.Pos is top-left corner, so add half size to get centre
return aw.Sprite.Update()
}
func (aw *Awakeman) Prepare(game *engine.Game) {
aw.camera = game.Component(aw.CameraID).(*engine.Camera)
aw.animIdleLeft = &engine.Anim{Def: engine.AnimDefs["aw_idle_left"]}
aw.animIdleRight = &engine.Anim{Def: engine.AnimDefs["aw_idle_right"]}
aw.animRunLeft = &engine.Anim{Def: engine.AnimDefs["aw_run_left"]}
aw.animRunRight = &engine.Anim{Def: engine.AnimDefs["aw_run_right"]}
}
func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }