ichigo/game/aw.go
2021-09-03 10:30:14 +10:00

236 lines
5.8 KiB
Go

package game
import (
"encoding/gob"
"errors"
"fmt"
"math"
"drjosh.dev/gurgle/engine"
"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
vx, vy, vz float64
facingLeft bool
coyoteTimer int
jumpBuffer int
noclip bool
animIdleLeft, animIdleRight, animRunLeft, animRunRight, animWalkLeft, animWalkRight *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
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 = 0.2
airResistance = -0.02 // ⇒ terminal velocity = 10
jumpVelocity = -4.2
runVelocity = 1.4
coyoteTime = 5
jumpBufferTime = 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, uz := aw.vx, aw.vy, aw.vz
// Has traction?
if aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(engine.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.vy = jumpVelocity
aw.jumpBuffer = 0
} else {
// Can jump now or soon.
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--
}
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.vy = jumpVelocity
} else {
// Buffer the jump in case aw hits the ground soon.
aw.jumpBuffer = jumpBufferTime
}
}
// Left and right
switch {
case ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA):
aw.vx = -runVelocity
aw.Sprite.SetAnim(aw.animRunLeft)
aw.facingLeft = true
case ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD):
aw.vx = runVelocity
aw.Sprite.SetAnim(aw.animRunRight)
aw.facingLeft = false
default:
aw.vx = 0
aw.Sprite.SetAnim(aw.animIdleRight)
if aw.facingLeft {
aw.Sprite.SetAnim(aw.animIdleLeft)
}
}
// Up and down (away and closer)
switch {
case ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW):
aw.vz = -runVelocity
case ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS):
aw.vz = runVelocity
default:
aw.vz = 0
}
// s = (v_0 + v) / 2.
aw.Sprite.Actor.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.Sprite.Actor.MoveY((uy+aw.vy)/2, func() {
aw.vy *= restitution
if math.Abs(aw.vy) < ε {
aw.vy = 0
}
})
aw.Sprite.Actor.MoveZ((uz+aw.vz)/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.animIdleLeft = aw.Sprite.Sheet.NewAnim("idle_left")
if aw.animIdleLeft == nil {
return errors.New("missing anim idle_left")
}
aw.animIdleRight = aw.Sprite.Sheet.NewAnim("idle_right")
if aw.animIdleRight == nil {
return errors.New("missing anim idle_right")
}
aw.animRunLeft = aw.Sprite.Sheet.NewAnim("run_left")
if aw.animRunLeft == nil {
return errors.New("missing anim run_left")
}
aw.animRunRight = aw.Sprite.Sheet.NewAnim("run_right")
if aw.animRunRight == nil {
return errors.New("missing anim run_right")
}
aw.animWalkRight = aw.Sprite.Sheet.NewAnim("walk_left")
if aw.animWalkRight == nil {
return errors.New("missing anim walk_left")
}
aw.animWalkLeft = aw.Sprite.Sheet.NewAnim("walk_right")
if aw.animWalkLeft == nil {
return errors.New("missing anim walk_right")
}
return nil
}
func (aw *Awakeman) Scan() []interface{} { return []interface{}{&aw.Sprite} }