ichigo/game/aw.go
2021-09-09 11:24:56 +10:00

240 lines
5.7 KiB
Go

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