package main import ( _ "embed" "fmt" "image/color" _ "image/png" "log" "math" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/inpututil" ) const ( screenWidth = 400 screenHeight = 240 tileSize = 16 playerSpeed = 2.1 jumpHeight = 4 rewindSpeed = 2 gravity = 0.16 friction = 0.75 airResistance = 0.98 ) var ( //go:embed shaders/none.kage noneShader_src []byte //go:embed shaders/vcr.kage vcrShader_src []byte ) var ( shaders map[string]*ebiten.Shader tilesImage *ebiten.Image ) type State int const ( IN_GAME State = iota END PLACING 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 animStart int shaderName string recording [][]RecPoint state State toPlace []*GameObject whenStateFinished []func(g *Game) playerAi [][3]bool playerAiIdx int } 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)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() } } 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) 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.surface = ebiten.NewImage(screenWidth, screenHeight) g.shaderName = "none" tilemap := NewTilemap([][]int{ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, }, }, 25) g.tilemap = &tilemap g.tilemap.UpdateSurface() g.player = NewPlayer(g, 4 * tileSize, 9 * tileSize) g.objects = append(g.objects, g.player) 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) ebiten.SetWindowTitle("Reverse") if err := ebiten.RunGame(g); err != nil { log.Fatal(err) } } 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 g.state == IN_GAME { var currentState [3]bool if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) { g.player.MoveLeft() currentState[0] = true } else { currentState[0] = false } if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) { g.player.MoveRight() currentState[1] = true } else { currentState[1] = false } 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) } g.tilemap.Update() g.RecordPoint() } if g.state == REVERSING { 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() cx, cy := ebiten.CursorPosition() if len(g.toPlace) > 0 { placeable := g.toPlace[0] cx = int(math.Floor(float64(cx)/float64(g.tilemap.tileSize)))*g.tilemap.tileSize cy = int(math.Floor(float64(cy)/float64(g.tilemap.tileSize)))*g.tilemap.tileSize cx += placeable.offsetX cy += placeable.offsetY placeable.x = float32(cx) placeable.y = float32(cy) } if inpututil.IsMouseButtonJustPressed(ebiten.MouseButton0) { g.PlaceObject(cx, cy) } } if g.player.y > screenHeight { g.KillPlayer() } return nil } func (g *Game) PlaceObject(cx, cy int) { if len(g.toPlace) == 0 { object := GetObjectAt(g.objects, float32(cx), float32(cy)) if object != nil { if object.movable { g.toPlace = append([]*GameObject{object}, g.toPlace...) g.RemoveObject(object) } } return } placeable := g.toPlace[0] if placeable.HasCollision(*g.tilemap, g.objects, NONE) { return } placeable.startx = float32(cx) placeable.starty = float32(cy) g.objects = append(g.objects, placeable) g.toPlace = g.toPlace[1:len(g.toPlace)] } 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)) 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) } if g.state == PLACING { if len(g.toPlace) > 0 { g.toPlace[0].Draw(g.surface, *g.tilemap) } } 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 { g.TransitionState() } } shop := &ebiten.DrawRectShaderOptions{} shop.Uniforms = map[string]any{ "Time": float32(g.time) / 60, "NoiseOffset": float32(g.time) / 60, } 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) //ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %0.2f", ebiten.ActualTPS())) //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 (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 for _, o := range g.objects { o.movable = false } } } } func (g *Game) EndLevel() { if g.state == IN_GAME { g.state = END g.TransitionState() } else { g.ResetPlayerAi() } } func (g *Game)RemoveObject(obj *GameObject) { i := 0 // output index for _, x := range g.objects { if x != obj { // copy and increment index g.objects[i] = x i++ } } // Prevent memory leak by erasing truncated values // (not needed if values don't contain pointers, directly or indirectly) for j := i; j < len(g.objects); j++ { g.objects[j] = nil } g.objects = g.objects[:i] } func main() { LoadShaders() var err error tilesImage, _, err = ebitenutil.NewImageFromFile("assets/tiles.png") if err != nil { log.Fatal(err) } ebiten.SetWindowTitle("Hello, World!") game := &Game{} game.Init() if err := ebiten.RunGame(game); err != nil { 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) }