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 shaderName string recording [][]RecPoint state State toPlace []*GameObject } 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)ResetAll() { for _, obj := range g.objects { obj.x = obj.startx obj.y = obj.starty } } func (g *Game) Init() { g.state = PLACING g.toPlace = append(g.toPlace, NewBox(0, 0)) g.toPlace = append(g.toPlace, NewBox(0, 0)) g.toPlace = append(g.toPlace, NewBox(0, 0)) g.toPlace = append(g.toPlace, NewSpring(0, 0)) g.toPlace = append(g.toPlace, NewSpike(0, 0)) g.toPlace = append(g.toPlace, NewLeftSpike(0, 0)) 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(4 * tileSize, 8 * tileSize) g.objects = append(g.objects, g.player) g.exit = NewExit(21 * tileSize, 8 * tileSize) g.objects = append(g.objects, g.exit) g.ResetAll() 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 inpututil.IsKeyJustPressed(ebiten.KeyR) { if g.state == REVERSING { g.state = IN_GAME g.shaderName = "none" } else if g.state == IN_GAME { g.state = REVERSING g.shaderName = "vcr" } } if g.state == IN_GAME { if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) { g.player.vx = -playerSpeed } if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) { g.player.vx = playerSpeed } if g.player.onGround && (ebiten.IsKeyPressed(ebiten.KeySpace) || ebiten.IsKeyPressed(ebiten.KeyUp)) { g.player.vy += -jumpHeight } 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 g.state == PLACING { if len(g.toPlace) > 0 { placeable := g.toPlace[0] cx, cy := ebiten.CursorPosition() 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) } } } return nil } func (g *Game)PlaceObject(cx, cy int) { g.toPlace[0].startx = float32(cx) g.toPlace[0].starty = float32(cy) g.objects = append(g.objects, g.toPlace[0]) g.toPlace = g.toPlace[1:len(g.toPlace)] if len(g.toPlace) == 0 { g.ResetAll() g.state = IN_GAME } } 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) } } 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) 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 main() { LoadShaders() var err error tilesImage, _, err = ebitenutil.NewImageFromFile("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) } }