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Diffstat (limited to 'objects.go')
-rw-r--r--objects.go26
1 files changed, 26 insertions, 0 deletions
diff --git a/objects.go b/objects.go
index 0c24beb..b301495 100644
--- a/objects.go
+++ b/objects.go
@@ -3,7 +3,9 @@ package main
import (
"log"
"image"
+ "image/color"
"github.com/hajimehoshi/ebiten/v2"
+ "github.com/hajimehoshi/ebiten/v2/vector"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
@@ -37,6 +39,7 @@ type GameObject struct {
onCollideDown func(this, other *GameObject) bool
onCollideLeft func(this, other *GameObject) bool
onCollideRight func(this, other *GameObject) bool
+ movable bool
}
@@ -82,6 +85,19 @@ func (o * GameObject) Update(tilemap Tilemap, others []*GameObject) {
o.onGround = false;
}
}
+func GetObjectAt(objects []*GameObject, x, y float32) *GameObject {
+
+ for _, object := range objects {
+ maxX := object.x + float32(object.image.Bounds().Dx())
+ maxY := object.y + float32(object.image.Bounds().Dy())
+ minX := object.x
+ minY := object.y
+ if x >= minX && x < maxX && y >= minY && y < maxY {
+ return object
+ }
+ }
+ return nil
+}
func (o * GameObject) HasCollision(tilemap Tilemap, others []*GameObject, dir Direction) bool {
if tilemap.CollideObject(o) {
@@ -114,6 +130,13 @@ func (o * GameObject) Draw(screen *ebiten.Image, tilemap Tilemap) {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(o.x), float64(o.y))
screen.DrawImage(o.image, op)
+
+
+ if o.movable {
+ vector.StrokeRect(screen, o.x, o.y, float32(o.image.Bounds().Dx()), float32(o.image.Bounds().Dy()), 2, color.RGBA{255, 100, 100, 255}, false)
+ }
+
+
}
func (object * GameObject) Collide(other *GameObject) bool {
@@ -171,6 +194,7 @@ func NewObject(game *Game, x, y float32) *GameObject{
obj.resistance = airResistance
obj.x = obj.startx
obj.y = obj.starty
+ obj.movable = true
return obj
}
@@ -184,6 +208,7 @@ func NewPlayer(game *Game, x, y float32) *GameObject{
player.image = playerImage.SubImage(image.Rect(4, 8, 27, 32)).(*ebiten.Image)
+ player.movable = false
return player
}
@@ -196,6 +221,7 @@ func NewExit(game *Game, x, y float32) *GameObject{
exit.onCollideLeft = OnCollideExit
exit.onCollideRight = OnCollideExit
+ exit.movable = false
return exit
}