240 lines
5.7 KiB
Go
240 lines
5.7 KiB
Go
package game
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import (
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"encoding/gob"
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"fmt"
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"math"
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"drjosh.dev/gurgle/engine"
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"drjosh.dev/gurgle/geom"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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)
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var _ interface {
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engine.Identifier
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engine.Disabler
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engine.Prepper
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engine.Scanner
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engine.Updater
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} = &Awakeman{}
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func init() {
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gob.Register(&Awakeman{})
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}
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// Awakeman is a bit of a god object for now...
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type Awakeman struct {
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engine.Disabled
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Sprite engine.Sprite
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CameraID string
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ToastID string
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camera *engine.Camera
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toast *engine.DebugToast
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vel geom.Float3
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facingLeft bool
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coyoteTimer int
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jumpBuffer int
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noclip bool
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spawnPoint geom.Int3
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anims map[string]*engine.Anim
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}
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// Ident returns "awakeman". There should be only one!
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func (aw *Awakeman) Ident() string { return "awakeman" }
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func (aw *Awakeman) Update() error {
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// TODO: better cheat for noclip
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if inpututil.IsKeyJustPressed(ebiten.KeyN) {
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aw.noclip = !aw.noclip
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aw.vel = geom.Float3{}
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if aw.toast != nil {
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if aw.noclip {
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aw.toast.Toast("noclip enabled")
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} else {
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aw.toast.Toast("noclip disabled")
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}
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}
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}
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upd := aw.realUpdate
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if aw.noclip {
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upd = aw.noclipUpdate
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}
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if err := upd(); err != nil {
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return err
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}
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// Update the camera
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// aw.Pos is top-left corner, so add half size to get centre
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z := 1.0
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if ebiten.IsKeyPressed(ebiten.KeyShift) {
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z = 2.0
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}
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pos := aw.Sprite.Actor.Pos
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size := aw.Sprite.Actor.Size
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aw.camera.PointAt(pos.Add(size.Div(2)), z)
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return nil
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}
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func (aw *Awakeman) noclipUpdate() error {
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if ebiten.IsKeyPressed(ebiten.KeyUp) {
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aw.Sprite.Actor.Pos.Y--
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}
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if ebiten.IsKeyPressed(ebiten.KeyDown) {
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aw.Sprite.Actor.Pos.Y++
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}
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if ebiten.IsKeyPressed(ebiten.KeyLeft) {
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aw.Sprite.Actor.Pos.X--
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) {
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aw.Sprite.Actor.Pos.X++
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}
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return nil
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}
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func (aw *Awakeman) realUpdate() error {
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const (
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ε = 0.2
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restitution = -0.3
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gravity = 0.25
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airResistance = -0.005 // ⇒ terminal velocity = 10
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jumpVelocity = -3.3
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sqrt2 = 1.414213562373095
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runVelocity = sqrt2
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coyoteTime = 5
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jumpBufferTime = 5
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respawnY = 1000
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)
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// Fell below some threshold?
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if aw.Sprite.Actor.Pos.Y > respawnY {
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aw.Sprite.Actor.Pos = aw.spawnPoint
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aw.vel = geom.Float3{}
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}
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// High-school physics time! Under constant acceleration:
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// v = v_0 + a*t
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// and
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// s = t * (v_0 + v) / 2
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// (note t is in ticks and s is in world units)
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// and since we get one Update per tick (t = 1),
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// v = v_0 + a,
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// and
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// s = (v_0 + v) / 2.
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// Capture current v_0 to use later.
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v0 := aw.vel
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// Has traction?
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if aw.vel.Y >= 0 && aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(geom.Pt3(0, 1, 0))) {
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// Not falling.
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// Instantly decelerate (AW absorbs all kinetic E in legs, or something)
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if aw.jumpBuffer > 0 {
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// Tried to jump recently -- so jump
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aw.vel.Y = jumpVelocity
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aw.jumpBuffer = 0
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} else {
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// Can jump now or soon.
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aw.vel.Y = 0
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aw.coyoteTimer = coyoteTime
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}
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} else {
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// Falling. v = v_0 + a, and a = gravity + airResistance(v_0)
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aw.vel.Y += gravity + airResistance*aw.vel.Y
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if aw.coyoteTimer > 0 {
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aw.coyoteTimer--
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}
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if aw.jumpBuffer > 0 {
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aw.jumpBuffer--
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}
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}
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// Handle controls
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// NB: spacebar sometimes does things on web pages (scrolls down)
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyZ) {
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// On ground or recently on ground?
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if aw.coyoteTimer > 0 {
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// Jump. One frame of v = jumpVelocity (ignoring any gravity already applied this tick).
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aw.vel.Y = jumpVelocity
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} else {
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// Buffer the jump in case aw hits the ground soon.
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aw.jumpBuffer = jumpBufferTime
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}
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}
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// Left, right, away, toward
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aw.vel.X, aw.vel.Z = 0, 0
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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aw.vel.X = -runVelocity
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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aw.vel.X = runVelocity
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}
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyUp):
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aw.vel.Z = -runVelocity
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case ebiten.IsKeyPressed(ebiten.KeyDown):
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aw.vel.Z = runVelocity
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}
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// Animations and velocity correction
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switch {
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case aw.vel.X != 0 && aw.vel.Z != 0: // Diagonal
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aw.Sprite.SetAnim(aw.anims["run_vert"])
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// Pythagorean theorem; |vx| = |vz|, so the hypotenuse is √2 too big
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// if we want to run at runVelocity always
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aw.vel.X /= sqrt2
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aw.vel.Z /= sqrt2
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case aw.vel.X == 0 && aw.vel.Z != 0: // Vertical
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aw.Sprite.SetAnim(aw.anims["run_vert"])
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// vz == 0 for all remaining cases
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case aw.vel.X < 0: // Left
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aw.Sprite.SetAnim(aw.anims["run_left"])
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aw.facingLeft = true
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case aw.vel.X > 0: // Right
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aw.Sprite.SetAnim(aw.anims["run_right"])
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aw.facingLeft = false
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default: // aw.velocity.X == 0; Idle
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aw.Sprite.SetAnim(aw.anims["idle_right"])
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if aw.facingLeft {
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aw.Sprite.SetAnim(aw.anims["idle_left"])
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}
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}
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// s = (v_0 + v) / 2.
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aw.Sprite.Actor.MoveX((v0.X+aw.vel.X)/2, nil)
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// For Y, on collision from going upwards, bounce a little bit.
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// Does not apply to X because controls override it anyway.
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aw.Sprite.Actor.MoveY((v0.Y+aw.vel.Y)/2, func() {
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if aw.vel.Y > 0 {
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return
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}
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aw.vel.Y *= restitution
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if math.Abs(aw.vel.Y) < ε {
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aw.vel.Y = 0
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}
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})
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aw.Sprite.Actor.MoveZ((v0.Z+aw.vel.Z)/2, nil)
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return nil
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}
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func (aw *Awakeman) Prepare(game *engine.Game) error {
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cam, ok := game.Component(aw.CameraID).(*engine.Camera)
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if !ok {
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return fmt.Errorf("component %q not *engine.Camera", aw.CameraID)
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}
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aw.camera = cam
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tst, ok := game.Component(aw.ToastID).(*engine.DebugToast)
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if !ok {
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return fmt.Errorf("component %q not *engine.DebugToast", aw.ToastID)
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}
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aw.toast = tst
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aw.anims = aw.Sprite.Sheet.NewAnims()
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aw.spawnPoint = aw.Sprite.Actor.Pos
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return nil
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}
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func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }
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