diff options
Diffstat (limited to 'main.go')
-rw-r--r-- | main.go | 243 |
1 files changed, 198 insertions, 45 deletions
@@ -3,88 +3,172 @@ package main import ( "log" "image" + "image/color" + _ "embed" _ "image/png" + "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" ) const ( - screenWidth = 240 + screenWidth = 400 screenHeight = 240 tileSize = 16 playerSpeed = 0.2 jumpHeight = 0.2 + rewindSpeed = 2 ) +var ( + //go:embed shaders/none.kage + noneShader_src []byte + //go:embed shaders/vcr.kage + vcrShader_src []byte + + //go:embed shaders/reverse.kage + rewindShader_src []byte +) + +var ( + shaders map[string]*ebiten.Shader +) + +type State int + +const ( + IN_GAME State = iota + END + REVERSING +) + +type RecPoint struct { + x float32 + y float32 + vx float32 + vy float32 +} + + type Game struct { + surface *ebiten.Image tilemap *Tilemap offsetX int offsetY int player *GameObject + startPosition *GameObject + exit *GameObject + objects []*GameObject + time int + shaderName string + recording [][]RecPoint + state State } -func (g * Game)InitPlayer() { - g.player = &GameObject{ - x: 5, - y: 5, +func (g * Game)RecordPoint() { + points := []RecPoint{} + for _, object := range g.objects { + points = append(points, RecPoint{ + x: object.x, + y: object.y, + vx: object.vx, + vy: object.vy, + }) + } + g.recording = append(g.recording, points) +} + +func (g * Game)ReplayPoint() { + if len(g.recording) == 0 { + return } + var points []RecPoint + points, g.recording = g.recording[len(g.recording)-1], g.recording[:len(g.recording)-1] + for i, point := range points { + g.objects[i].x = point.x + g.objects[i].y = point.y + g.objects[i].vx = point.vx + g.objects[i].vy = point.vy + } +} + +func (g * Game)InitPlayer() { + g.player = &GameObject{} + playerImage, _, err := ebitenutil.NewImageFromFile("Assets/Main Characters/Ninja Frog/Idle (32x32).png") if err != nil { log.Fatal(err) } g.player.image = playerImage.SubImage(image.Rect(0, 0, 32, 32)).(*ebiten.Image) + g.objects = append(g.objects, g.player) + + g.ResetPlayer() +} + +func (g * Game)ResetPlayer() { + g.player.x = g.startPosition.x + g.player.y = g.startPosition.y - 0.1 +} + +func (g * Game)InitExit() { + g.exit = &GameObject{ + x: 21, + y: 8, + } + + exitImage, _, err := ebitenutil.NewImageFromFile("tiles.png") + if err != nil { + log.Fatal(err) + } + + g.exit.image = exitImage.SubImage(image.Rect(0, 16, 32, 48)).(*ebiten.Image) + g.objects = append(g.objects, g.exit) } func (g *Game) Init() { + g.state = IN_GAME + + g.surface = ebiten.NewImage(screenWidth, screenHeight) + g.shaderName = "none" tilemap := NewTilemap([][]int{ { - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 218, 243, 244, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 243, 244, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 219, 243, 243, 243, 219, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - 243, 218, 243, 243, 243, 243, 243, 243, 243, 243, 243, 244, 243, 243, 243, - 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, 243, - }, - { - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, - 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 29, - 29, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 51, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 0, + 0, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 0, + 0, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, - }, 15) + }, 25) + + g.startPosition = &GameObject{ + x: 4, + y: 8, + } + g.tilemap = &tilemap g.tilemap.UpdateSurface() g.InitPlayer() + g.InitExit() ebiten.SetWindowSize(screenWidth*2, screenHeight*2) - ebiten.SetWindowTitle("Tiles (Ebitengine Demo)") + ebiten.SetWindowTitle("Reverse") if err := ebiten.RunGame(g); err != nil { log.Fatal(err) } @@ -92,6 +176,19 @@ func (g *Game) Init() { } func (g *Game) Update() error { + g.time += 1 + + if inpututil.IsKeyJustPressed(ebiten.KeyR) { + if g.state == REVERSING { + g.state = IN_GAME + g.shaderName = "none" + } else { + g.state = REVERSING + g.shaderName = "vcr" + } + + } + if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) { g.player.vx = -playerSpeed } @@ -104,24 +201,80 @@ func (g *Game) Update() error { g.player.vy = -jumpHeight } - g.player.Update(*g.tilemap) - return g.tilemap.Update() + if g.state == IN_GAME { + for _, obj := range g.objects { + obj.Update(*g.tilemap) + } + + g.tilemap.Update() + g.RecordPoint() + } + + if g.state == REVERSING { + for x := 0; x < rewindSpeed; x++ { + g.ReplayPoint() + } + } + + return nil } func (g *Game) Draw(screen *ebiten.Image) { + + g.surface.Fill(color.Alpha16{0x9ccf}) + op := &ebiten.DrawImageOptions{} op.GeoM.Translate(float64(g.offsetX), float64(g.offsetY)) - screen.DrawImage(g.tilemap.surface, op) - g.player.Draw(screen, *g.tilemap) - ebitenutil.DebugPrint(screen, "Hello, World!") + g.surface.DrawImage(g.tilemap.surface, op) + + for i := len(g.objects)-1; i >= 0; i-- { + obj := g.objects[i] + obj.Draw(g.surface, *g.tilemap) + } + + cx, cy := ebiten.CursorPosition() + + shop := &ebiten.DrawRectShaderOptions{} + shop.Uniforms = map[string]any{ + "Time": float32(g.time) / 60, + "Cursor": []float32{float32(cx), float32(cy)}, + } + shop.Images[0] = g.surface + shop.Images[1] = g.surface + shop.Images[2] = g.surface + shop.Images[3] = g.surface + screen.DrawRectShader(screenWidth, screenHeight, shaders[g.shaderName], shop) + + //screen.DrawImage(surface, &ebiten.DrawImageOptions{}) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int){ return screenWidth, screenHeight } +func LoadShaders() error { + if shaders == nil { + shaders = map[string]*ebiten.Shader{} + } + var err error + + shaders["none"], err = ebiten.NewShader([]byte(noneShader_src)) + if err != nil { + return err + } + + shaders["vcr"], err = ebiten.NewShader([]byte(vcrShader_src)) + if err != nil { + return err + } + + return nil +} + func main() { + LoadShaders() + ebiten.SetWindowTitle("Hello, World!") game := &Game{} game.Init() |