ichigo/engine/actor.go
2021-09-20 15:52:44 +10:00

129 lines
2.8 KiB
Go

package engine
import (
"encoding/gob"
"drjosh.dev/gurgle/geom"
)
// Ensure Actor satisfies interfaces.
var _ interface {
BoundingBoxer
Prepper
} = &Actor{}
func init() {
gob.Register(&Actor{})
}
// Thorson-style movement:
// https://maddythorson.medium.com/celeste-and-towerfall-physics-d24bd2ae0fc5
// Actor handles basic movement.
type Actor struct {
CollisionDomain string // id of component to look for colliders inside of
Pos geom.Int3 // in voxels; multiply by game.VoxelScale for regular Euclidean space
Bounds geom.Box // in voxels; relative to Pos
rem geom.Float3
game *Game
}
// BoundingBox returns the box Bounds.Add(Pos).
func (a *Actor) BoundingBox() geom.Box {
return a.Bounds.Add(a.Pos)
}
// CollidesAt runs a collision test of the actor, supposing the actor is at a
// given position (not necessarily a.Pos).
func (a *Actor) CollidesAt(p geom.Int3) bool {
bounds := a.Bounds.Add(p)
cd := a.game.Component(a.CollisionDomain)
for c := range a.game.Query(cd, ColliderType) {
if c.(Collider).CollidesWith(bounds) {
return true
}
}
return false
}
// MoveX moves the actor x units in world space. It takes Game.VoxelScale into
// account (so MoveX(x) moves the actor x/VoxelScale.X voxel units). onCollide
// is called if a collision occurs, and the actor wil be in the colliding
// position during the call.
func (a *Actor) MoveX(x float64, onCollide func()) {
a.rem.X += x / a.game.VoxelScale.X
move := int(a.rem.X + 0.5) // Note: math.Round can lead to vibration
if move == 0 {
return
}
a.rem.X -= float64(move)
sign := geom.Sign(move)
for move != 0 {
a.Pos.X += sign
move -= sign
if !a.CollidesAt(a.Pos) {
continue
}
if onCollide != nil {
onCollide()
}
a.Pos.X -= sign
a.rem.X = 0
return
}
}
// MoveY is like MoveX but in the Y dimension. See MoveX for more information.
func (a *Actor) MoveY(y float64, onCollide func()) {
a.rem.Y += y / a.game.VoxelScale.Y
move := int(a.rem.Y + 0.5)
if move == 0 {
return
}
a.rem.Y -= float64(move)
sign := geom.Sign(move)
for move != 0 {
a.Pos.Y += sign
move -= sign
if !a.CollidesAt(a.Pos) {
continue
}
if onCollide != nil {
onCollide()
}
a.Pos.Y -= sign
a.rem.Y = 0
return
}
}
// MoveZ is like MoveX but in the Y dimension. See MoveX for more information.
func (a *Actor) MoveZ(z float64, onCollide func()) {
a.rem.Z += z / a.game.VoxelScale.Z
move := int(a.rem.Z + 0.5)
if move == 0 {
return
}
a.rem.Z -= float64(move)
sign := geom.Sign(move)
for move != 0 {
a.Pos.Z += sign
move -= sign
if !a.CollidesAt(a.Pos) {
continue
}
if onCollide != nil {
onCollide()
}
a.Pos.Z -= sign
a.rem.Z = 0
return
}
}
// Prepare stores a reference to the game.
func (a *Actor) Prepare(g *Game) error {
a.game = g
return nil
}