From 771329e12fa9327980a43ef22cb4b9b24211b0cc Mon Sep 17 00:00:00 2001 From: davidovski Date: Sun, 21 Apr 2024 21:49:56 +0100 Subject: add offsets for placed items --- objects.go | 198 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 198 insertions(+) create mode 100644 objects.go (limited to 'objects.go') diff --git a/objects.go b/objects.go new file mode 100644 index 0000000..9eb4167 --- /dev/null +++ b/objects.go @@ -0,0 +1,198 @@ +package main + +import ( + "log" + "image" + "github.com/hajimehoshi/ebiten/v2" + "github.com/hajimehoshi/ebiten/v2/ebitenutil" +) + +const ( + SPRING_FORCE = 8 +) + +type GameObject struct { + startx, starty float32 + x, y float32 + vx, vy float32 + + offsetX, offsetY int + + friction float32 + resistance float32 + image *ebiten.Image + onGround bool + onCollideX func(this, other *GameObject) bool + onCollideY func(this, other *GameObject) bool +} + + +type Player struct { + GameObject +} + +func (o * GameObject) Update(tilemap Tilemap, others []*GameObject) { + o.vy += gravity + + o.vx *= o.resistance + o.vy *= o.resistance + + o.x += o.vx + if o.HasCollision(tilemap, others, true) { + o.x -= o.vx + o.vx = 0 + } + + o.y += o.vy + if o.HasCollision(tilemap, others, false) { + o.onGround = true; + o.vx *= o.friction + + o.y -= o.vy + o.vy = 0 + } else { + o.onGround = false; + } +} + +func (o * GameObject) HasCollision(tilemap Tilemap, others []*GameObject, x bool) 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 + } + + if f == nil{ + return true + } + return f(obj, o) + } + } + return false +} + +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) +} + +func (object * GameObject) Collide(other *GameObject) bool { + maxX1 := object.x + float32(object.image.Bounds().Dx()) + maxY1 := object.y + float32(object.image.Bounds().Dy()) + minX1 := object.x + minY1 := object.y + + maxX2 := other.x + float32(other.image.Bounds().Dx()) + maxY2 := other.y + float32(other.image.Bounds().Dy()) + minX2 := other.x + minY2 := other.y + + if (minX1 == minX2 && maxX1 == maxX2 && minY1 == minY2 && maxY1 == maxY2) { + return false + } + + return ! ( minX2 >= maxX1 || maxX2 <= minX1 || minY2 >= maxY1 || maxY2 <= minY1) +} + +func (object * GameObject) ToRect() image.Rectangle { + width := object.image.Bounds().Dx() + height := object.image.Bounds().Dy() + x := int(object.x) + y := int(object.y) + return image.Rect(x, y, x+width, y+height) +} + +func OnCollideGeneric(this, other *GameObject) bool { + return true +} + +func NewObject(x, y float32) *GameObject{ + obj := &GameObject{ + startx: x, + starty: y, + } + + obj.friction = friction + obj.resistance = airResistance + obj.x = obj.startx + obj.y = obj.starty + return obj +} + +func NewPlayer(x, y float32) *GameObject{ + player := NewObject(x, y) + + playerImage, _, err := ebitenutil.NewImageFromFile("Assets/Main Characters/Ninja Frog/Idle (32x32).png") + if err != nil { + log.Fatal(err) + } + + player.image = playerImage.SubImage(image.Rect(4, 8, 27, 32)).(*ebiten.Image) + + return player +} + +func NewExit(x, y float32) *GameObject{ + exit := NewObject(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) + + box.image = tilesImage.SubImage(image.Rect(160, 0, 176, 16)).(*ebiten.Image) + + return box +} + +func NewSpring(x, y float32) *GameObject{ + spring := NewObject(x, y) + + spring.image = tilesImage.SubImage(image.Rect(176, 0, 192, 16)).(*ebiten.Image) + spring.onCollideY = OnCollideSpring + + return spring +} + +func NewSpike(x, y float32) *GameObject{ + spike := NewObject(x, y) + + spike.offsetY = 3 + spike.image = tilesImage.SubImage(image.Rect(192, 3, 208, 16)).(*ebiten.Image) + spike.onCollideY = OnCollideSpike + + return spike +} + +func NewLeftSpike(x, y float32) *GameObject{ + spike := NewObject(x, y) + + spike.offsetX = 3 + spike.image = tilesImage.SubImage(image.Rect(195, 16, 208, 32)).(*ebiten.Image) + spike.onCollideX = OnCollideSpike + + return spike +} + +func OnCollideSpring(this, other *GameObject) bool { + other.vy -= SPRING_FORCE + other.onGround = true + return false +} + +func OnCollideSpike(this, other *GameObject) bool { + other.x = other.startx + other.y = other.starty + return true +} + -- cgit v1.2.1