ichigo/engine/actor.go

107 lines
2 KiB
Go

package engine
import (
"encoding/gob"
"fmt"
"image"
)
// Ensure Actor satisfies interfaces.
var _ interface {
Bounder
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
Pos image.Point
Size image.Point
collisionDomain interface{}
xRem, yRem float64
}
func (a *Actor) BoundingRect() image.Rectangle { return image.Rectangle{a.Pos, a.Pos.Add(a.Size)} }
func (a *Actor) CollidesAt(p image.Point) bool {
bounds := image.Rectangle{Min: p, Max: p.Add(a.Size)}
return nil != Walk(a.collisionDomain, func(c interface{}, _ []interface{}) error {
coll, ok := c.(Collider)
if !ok {
return nil
}
if coll.CollidesWith(bounds) {
return Collision{With: coll}
}
return nil
})
}
func (a *Actor) MoveX(dx float64, onCollide func()) {
a.xRem += dx
move := int(a.xRem + 0.5) // Note: math.Round can lead to vibration
if move == 0 {
return
}
a.xRem -= float64(move)
sign := sign(move)
for move != 0 {
if a.CollidesAt(a.Pos.Add(image.Pt(sign, 0))) {
if onCollide != nil {
onCollide()
}
return
}
a.Pos.X += sign
move -= sign
}
}
func (a *Actor) MoveY(dy float64, onCollide func()) {
a.yRem += dy
move := int(a.yRem + 0.5)
if move == 0 {
return
}
a.yRem -= float64(move)
sign := sign(move)
for move != 0 {
if a.CollidesAt(a.Pos.Add(image.Pt(0, sign))) {
if onCollide != nil {
onCollide()
}
return
}
a.Pos.Y += sign
move -= sign
}
}
func (a *Actor) Prepare(g *Game) {
a.collisionDomain = g.Component(a.CollisionDomain)
}
func sign(m int) int {
if m < 0 {
return -1
}
return 1
}
// Collision reports a collision occurred.
type Collision struct {
With Collider
}
// Error is really only to implement the error interface.
func (c Collision) Error() string {
return fmt.Sprintf("collision with %v", c.With)
}