diff options
author | davidovski <david@davidovski.xyz> | 2024-04-22 08:27:52 +0100 |
---|---|---|
committer | davidovski <david@davidovski.xyz> | 2024-04-22 08:27:52 +0100 |
commit | c1b9a2cb21df181b140a449223e3bf650ab1ec68 (patch) | |
tree | bcecc05a589053503237677005f6a13e4269dd17 /main.go | |
parent | 9af752349c40be745d1296d95675916f95977890 (diff) |
create main gameplay loop
Diffstat (limited to 'main.go')
-rw-r--r-- | main.go | 177 |
1 files changed, 144 insertions, 33 deletions
@@ -64,10 +64,15 @@ type Game struct { exit *GameObject objects []*GameObject time int + animStart int shaderName string recording [][]RecPoint state State toPlace []*GameObject + whenStateFinished []func(g *Game) + + playerAi [][3]bool + playerAiIdx int } func (g * Game)RecordPoint() { @@ -83,6 +88,46 @@ func (g * Game)RecordPoint() { g.recording = append(g.recording, points) } +func (g * Game)ResetPlayerAi() { + g.playerAiIdx = 0 + g.player.x = g.player.startx + g.player.y = g.player.starty + g.player.vx = 0 + g.player.vy = 0 +} + +func (g * Game)ReplayPlayerAi() { + if len(g.playerAi) == 0 { + return + } + + var state [3]bool + if g.playerAiIdx >= len(g.playerAi) { + state = g.playerAi[len(g.playerAi) - 1] + } else { + state = g.playerAi[g.playerAiIdx] + } + + if state[0] { + g.player.MoveLeft() + } + + if state[1] { + g.player.MoveRight() + } + + if state[2] { + g.player.Jump() + } + + g.playerAiIdx += 1 + if g.playerAiIdx >= len(g.playerAi) * 2 { + g.KillPlayer() + } + + fmt.Printf("pframe %d/%d\n", g.playerAiIdx, len(g.playerAi)) +} + func (g * Game)ReplayPoint() { if len(g.recording) == 0 { return @@ -102,22 +147,13 @@ func (g * Game) ResetAll() { for _, obj := range g.objects { obj.x = obj.startx obj.y = obj.starty + obj.vx = 0 + obj.vy = 0 } g.recording = g.recording[:0]; } func (g *Game) Init() { - g.state = PLACING - - g.toPlace = append(g.toPlace, NewSpike(g, 0, 0)) - g.toPlace = append(g.toPlace, NewSpring(g, 0, 0)) - g.toPlace = append(g.toPlace, NewBox(g, 0, 0)) - g.toPlace = append(g.toPlace, NewBox(g, 0, 0)) - g.toPlace = append(g.toPlace, NewBox(g, 0, 0)) - g.toPlace = append(g.toPlace, NewSpike(g, 0, 0)) - g.toPlace = append(g.toPlace, NewLeftSpike(g, 0, 0)) - g.toPlace = append(g.toPlace, NewSpring(g, 0, 0)) - g.surface = ebiten.NewImage(screenWidth, screenHeight) g.shaderName = "none" tilemap := NewTilemap([][]int{ @@ -145,12 +181,13 @@ func (g *Game) Init() { g.tilemap.UpdateSurface() - g.player = NewPlayer(g, 4 * tileSize, 8 * tileSize) + g.player = NewPlayer(g, 4 * tileSize, 9 * tileSize) g.objects = append(g.objects, g.player) - g.exit = NewExit(g, 21 * tileSize, 8 * tileSize) + g.exit = NewExit(g, 21 * tileSize, 9 * tileSize) g.objects = append(g.objects, g.exit) g.ResetAll() + StartLevel1(g) ebiten.SetWindowSize(screenWidth*2, screenHeight*2) @@ -164,30 +201,41 @@ func (g *Game) Init() { func (g *Game) Update() error { g.time += 1 - if ebiten.IsKeyPressed(ebiten.KeyR) { - if g.state == IN_GAME { - g.state = REVERSING - g.shaderName = "vcr" - } - } else { - if g.state == REVERSING { - g.state = IN_GAME - g.shaderName = "none" - } - } + //if ebiten.IsKeyPressed(ebiten.KeyR) { + // if g.state == IN_GAME { + // g.state = REVERSING + // g.shaderName = "vcr" + // } + //} else { + // if g.state == REVERSING { + // g.state = IN_GAME + // g.shaderName = "none" + // } + //} if g.state == IN_GAME { + var currentState [3]bool if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) { - g.player.vx = -playerSpeed + g.player.MoveLeft() + currentState[0] = true + } else { + currentState[0] = false } if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) { - g.player.vx = playerSpeed + g.player.MoveRight() + currentState[1] = true + } else { + currentState[1] = false } - if g.player.onGround && (ebiten.IsKeyPressed(ebiten.KeySpace) || ebiten.IsKeyPressed(ebiten.KeyUp)) { - g.player.vy += -jumpHeight + if (ebiten.IsKeyPressed(ebiten.KeySpace) || ebiten.IsKeyPressed(ebiten.KeyUp)) { + g.player.Jump() + currentState[2] = true + } else { + currentState[2] = false } + g.playerAi = append(g.playerAi, currentState) for _, obj := range g.objects { obj.Update(*g.tilemap, g.objects) @@ -201,9 +249,21 @@ func (g *Game) Update() error { for x := 0; x < rewindSpeed; x++ { g.ReplayPoint() } + + if len(g.recording) == 0 { + g.TransitionState() + fmt.Printf("end of recording state transition\n") + } } if g.state == PLACING { + + for _, obj := range g.objects { + obj.Update(*g.tilemap, g.objects) + } + g.tilemap.Update() + g.ReplayPlayerAi() + if len(g.toPlace) > 0 { placeable := g.toPlace[0] cx, cy := ebiten.CursorPosition() @@ -221,6 +281,10 @@ func (g *Game) Update() error { } } } + if g.player.y > screenHeight { + g.KillPlayer() + } + return nil } @@ -238,10 +302,6 @@ func (g *Game) PlaceObject(cx, cy int) { g.toPlace = g.toPlace[1:len(g.toPlace)] - if len(g.toPlace) == 0 { - g.ResetAll() - g.state = IN_GAME - } } func (g *Game) Draw(screen *ebiten.Image) { @@ -264,6 +324,17 @@ func (g *Game) Draw(screen *ebiten.Image) { } } + if g.state == END { + // draw THE END + ebitenutil.DebugPrint(screen, fmt.Sprintf("THE END %d", g.time - g.animStart)) + + // AFTER THE END + if g.time > g.animStart + 60 { + fmt.Printf("end of end state transition\n") + g.TransitionState() + } + } + shop := &ebiten.DrawRectShaderOptions{} shop.Uniforms = map[string]any{ "Time": float32(g.time) / 60, @@ -275,7 +346,7 @@ func (g *Game) Draw(screen *ebiten.Image) { shop.Images[3] = g.surface screen.DrawRectShader(screenWidth, screenHeight, shaders[g.shaderName], shop) - ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS())) + //ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS())) //screen.DrawImage(surface, &ebiten.DrawImageOptions{}) } @@ -301,6 +372,33 @@ func LoadShaders() error { return nil } +func (g *Game) KillPlayer() { + if g.state == IN_GAME { + g.ResetAll() + g.playerAi = g.playerAi[:0] + } else { + g.playerAiIdx = 0 + g.player.x = g.player.startx + g.player.y = g.player.starty + g.player.vx = 0 + g.player.vy = 0 + + if len(g.toPlace) == 0 { + g.ResetAll() + g.playerAi = g.playerAi[:0] + g.state = IN_GAME + } + } +} + +func (g *Game) EndLevel() { + if g.state == IN_GAME { + g.state = END + g.TransitionState() + } else { + g.ResetPlayerAi() + } +} func main() { LoadShaders() @@ -319,3 +417,16 @@ func main() { log.Fatal(err) } } + +func (g *Game) TransitionState() { + if len(g.whenStateFinished) > 0 { + var function func(*Game) + g.whenStateFinished, function = g.whenStateFinished[1:len(g.whenStateFinished)], g.whenStateFinished[0] + function(g) + } + +} + +func (g *Game) QueueState(function func(g *Game)) { + g.whenStateFinished = append(g.whenStateFinished, function) +} |