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authordavidovski <david@davidovski.xyz>2024-04-21 22:46:25 +0100
committerdavidovski <david@davidovski.xyz>2024-04-21 22:46:25 +0100
commit39b86eddf0404d9fd39a32724e47fd54629189a5 (patch)
treeefda9cea5f44231aab18b346193c2f78a4283e30 /objects.go
parentbc09e485e6981e5b4943161b5a9d410ac179eb4a (diff)
do not let items place ontop of each other
Diffstat (limited to 'objects.go')
-rw-r--r--objects.go89
1 files changed, 61 insertions, 28 deletions
diff --git a/objects.go b/objects.go
index 7793c36..0bc8b62 100644
--- a/objects.go
+++ b/objects.go
@@ -11,7 +11,18 @@ const (
SPRING_FORCE = 8
)
+type Direction int
+
+const (
+ NONE Direction = iota
+ LEFT
+ RIGHT
+ UP
+ DOWN
+)
+
type GameObject struct {
+ game *Game
startx, starty float32
x, y float32
vx, vy float32
@@ -22,8 +33,10 @@ type GameObject struct {
resistance float32
image *ebiten.Image
onGround bool
- onCollideX func(this, other *GameObject) bool
- onCollideY func(this, other *GameObject) bool
+ onCollideUp func(this, other *GameObject) bool
+ onCollideDown func(this, other *GameObject) bool
+ onCollideLeft func(this, other *GameObject) bool
+ onCollideRight func(this, other *GameObject) bool
}
@@ -32,19 +45,34 @@ type Player struct {
}
func (o * GameObject) Update(tilemap Tilemap, others []*GameObject) {
+ var direction Direction
o.vy += gravity
o.vx *= o.resistance
o.vy *= o.resistance
o.x += o.vx
- if o.HasCollision(tilemap, others, true) {
+
+ if o.vx > 0 {
+ direction = RIGHT
+ } else {
+ direction = LEFT
+ }
+
+ if o.HasCollision(tilemap, others, direction) {
o.x -= o.vx
o.vx = 0
}
o.y += o.vy
- if o.HasCollision(tilemap, others, false) {
+
+ if o.vy > 0 {
+ direction = UP
+ } else {
+ direction = DOWN
+ }
+
+ if o.HasCollision(tilemap, others, direction) {
o.onGround = true;
o.vx *= o.friction
@@ -55,17 +83,22 @@ func (o * GameObject) Update(tilemap Tilemap, others []*GameObject) {
}
}
-func (o * GameObject) HasCollision(tilemap Tilemap, others []*GameObject, x bool) bool {
+func (o * GameObject) HasCollision(tilemap Tilemap, others []*GameObject, dir Direction) bool {
if tilemap.CollideObject(o) {
return true
}
for _, obj := range others {
if obj.Collide(o) {
var f func(this, other *GameObject) bool
- if x {
- f = obj.onCollideX
- } else {
- f = obj.onCollideY
+ switch dir {
+ case UP:
+ f = obj.onCollideUp
+ case DOWN:
+ f = obj.onCollideDown
+ case LEFT:
+ f = obj.onCollideLeft
+ case RIGHT:
+ f = obj.onCollideRight
}
if f == nil{
@@ -113,8 +146,9 @@ func OnCollideGeneric(this, other *GameObject) bool {
return true
}
-func NewObject(x, y float32) *GameObject{
+func NewObject(game *Game, x, y float32) *GameObject{
obj := &GameObject{
+ game: game,
startx: x,
starty: y,
}
@@ -126,10 +160,10 @@ func NewObject(x, y float32) *GameObject{
return obj
}
-func NewPlayer(x, y float32) *GameObject{
- player := NewObject(x, y)
+func NewPlayer(game *Game, x, y float32) *GameObject{
+ player := NewObject(game, x, y)
- playerImage, _, err := ebitenutil.NewImageFromFile("character.png")
+ playerImage, _, err := ebitenutil.NewImageFromFile("assets/character.png")
if err != nil {
log.Fatal(err)
}
@@ -139,47 +173,47 @@ func NewPlayer(x, y float32) *GameObject{
return player
}
-func NewExit(x, y float32) *GameObject{
- exit := NewObject(x, y)
+func NewExit(game *Game, x, y float32) *GameObject{
+ exit := NewObject(game, x, y)
exit.image = tilesImage.SubImage(image.Rect(0, 16, 32, 48)).(*ebiten.Image)
return exit
}
-func NewBox(x, y float32) *GameObject{
- box := NewObject(x, y)
+func NewBox(game *Game, x, y float32) *GameObject{
+ box := NewObject(game, x, y)
box.image = tilesImage.SubImage(image.Rect(160, 0, 176, 16)).(*ebiten.Image)
return box
}
-func NewSpring(x, y float32) *GameObject{
- spring := NewObject(x, y)
+func NewSpring(game *Game, x, y float32) *GameObject{
+ spring := NewObject(game, x, y)
spring.image = tilesImage.SubImage(image.Rect(176, 0, 192, 16)).(*ebiten.Image)
- spring.onCollideY = OnCollideSpring
+ spring.onCollideUp = OnCollideSpring
return spring
}
-func NewSpike(x, y float32) *GameObject{
- spike := NewObject(x, y)
+func NewSpike(game *Game, x, y float32) *GameObject{
+ spike := NewObject(game, x, y)
spike.offsetY = 3
spike.image = tilesImage.SubImage(image.Rect(192, 3, 208, 16)).(*ebiten.Image)
- spike.onCollideY = OnCollideSpike
+ spike.onCollideUp = OnCollideSpike
return spike
}
-func NewLeftSpike(x, y float32) *GameObject{
- spike := NewObject(x, y)
+func NewLeftSpike(game *Game, x, y float32) *GameObject{
+ spike := NewObject(game, x, y)
spike.offsetX = 3
spike.image = tilesImage.SubImage(image.Rect(195, 16, 208, 32)).(*ebiten.Image)
- spike.onCollideX = OnCollideSpike
+ spike.onCollideLeft = OnCollideSpike
return spike
}
@@ -191,8 +225,7 @@ func OnCollideSpring(this, other *GameObject) bool {
}
func OnCollideSpike(this, other *GameObject) bool {
- other.x = other.startx
- other.y = other.starty
+ other.game.ResetAll()
return true
}