package main import ( "image" "image/color" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/vector" ) const ( SPRING_FORCE = 8 SIDE_SPRING_FORCE = 8 ) type Direction int const ( NONE Direction = iota LEFT RIGHT UP DOWN ) type GameObject struct { game *Game startx, starty float32 x, y float32 vx, vy float32 offsetX, offsetY int alpha float32 highlight bool friction float32 resistance float32 images []*ebiten.Image onGround bool onCollideUp func(this, other *GameObject) bool onCollideDown func(this, other *GameObject) bool onCollideLeft func(this, other *GameObject) bool onCollideRight func(this, other *GameObject) bool Draw func (o * GameObject, screen *ebiten.Image, tilemap Tilemap) UpdateFunc func (o * GameObject, tilemap Tilemap, others []*GameObject) bool movable bool state int delta int } type Player struct { GameObject } func UpdateHPlatform(o * GameObject, tilemap Tilemap, others []*GameObject) bool { o.delta += 1 if int(o.delta / 128) % 2 == 0 { o.vx = -0.4 } else { o.vx = 0.4 } o.x += o.vx o.vy = 0 return true } func UpdateVPlatform(o * GameObject, tilemap Tilemap, others []*GameObject) bool { o.delta += 1 if int(o.delta / 128) % 2 == 0 { o.vy = -0.4 } else { o.vy = 0.4 } o.y += o.vy return true } func UpdateSpring(o * GameObject, tilemap Tilemap, others []*GameObject) bool { o.delta += 1 if o.delta % 3 == 0 { if o.state == 1 { o.state = 0 } else if o.state == 2 { o.state = 1 } } return false } func (o * GameObject) Update(tilemap Tilemap, others []*GameObject) { var direction Direction o.vy += gravity o.vx *= o.resistance o.vy *= o.resistance if o.UpdateFunc != nil { if o.UpdateFunc(o, tilemap, others) { return } } o.x += o.vx if o.vx > 0 { direction = LEFT } else { direction = RIGHT } if o.HasCollision(tilemap, others, direction) { o.x -= o.vx o.vx = 0 } o.y += o.vy if o.vy > 0 { direction = UP } else { direction = DOWN } if o.HasCollision(tilemap, others, direction) { o.onGround = true; o.vx *= o.friction o.y -= o.vy o.vy = 0 } else { o.onGround = false; } } func GetObjectAt(objects []*GameObject, x, y float32) *GameObject { for _, object := range objects { if object.CollidePoint(x, y) { return object } } return nil } func (object * GameObject) CollidePoint(x, y float32) bool { maxX := object.x + float32(object.images[0].Bounds().Dx()) maxY := object.y + float32(object.images[0].Bounds().Dy()) minX := object.x minY := object.y return x >= minX && x < maxX && y >= minY && y < maxY } func (o * GameObject) HasCollision(tilemap Tilemap, others []*GameObject, dir Direction) bool { if tilemap.CollideObject(o) { return true } for _, obj := range others { if obj.Collide(o) { var f func(this, other *GameObject) bool switch dir { case UP: f = obj.onCollideUp case DOWN: f = obj.onCollideDown case LEFT: f = obj.onCollideLeft case RIGHT: f = obj.onCollideRight } if f == nil{ return true } return f(obj, o) } } return false } func ShadowDraw(screen *ebiten.Image, image *ebiten.Image, x, y float32, alpha float32) { op := &ebiten.DrawImageOptions{} if alpha > 0{ op = &ebiten.DrawImageOptions{} op.ColorScale.ScaleAlpha(alpha) op.ColorScale.Scale(0, 0, 0, 1); op.GeoM.Translate(float64(x+shadowOffset), float64(y + shadowOffset)) screen.DrawImage(image, op) } op = &ebiten.DrawImageOptions{} op.ColorScale.ScaleAlpha(alpha) op.GeoM.Translate(float64(x), float64(y)) screen.DrawImage(image, op) } func DrawObject(o * GameObject, screen *ebiten.Image, tilemap Tilemap) { image := o.images[o.state] ShadowDraw(screen, image, o.x, o.y, o.alpha) if o.highlight { vector.StrokeRect(screen, o.x, o.y, float32(image.Bounds().Dx()), float32(image.Bounds().Dy()), hightlightBorder, color.RGBA{255, 100, 100, 255}, false) } } func (object * GameObject) Collide(other *GameObject) bool { maxX1 := object.x + float32(object.images[0].Bounds().Dx()) maxY1 := object.y + float32(object.images[0].Bounds().Dy()) minX1 := object.x minY1 := object.y maxX2 := other.x + float32(other.images[0].Bounds().Dx()) maxY2 := other.y + float32(other.images[0].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) Jump() { if object.onGround { object.vy += -jumpHeight } } func (object * GameObject) MoveLeft() { object.vx = -playerSpeed } func (object * GameObject) MoveRight() { object.vx = playerSpeed } func (object * GameObject) ToRect() image.Rectangle { width := object.images[0].Bounds().Dx() height := object.images[0].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(game *Game, x, y float32) *GameObject{ return &GameObject{ game: game, startx: x, starty: y, alpha: 1.0, highlight: false, friction: friction, resistance: airResistance, x: x, y: y, movable: true, Draw: DrawObject, } } func NewPlayer(game *Game, x, y float32) *GameObject{ player := NewObject(game, x, y) playerImage := ebiten.NewImageFromImage(characterImage) player.images = []*ebiten.Image{ playerImage.SubImage(image.Rect(4, 8, 27, 32)).(*ebiten.Image), } player.Draw = DrawObject player.movable = false return player } func NewExit(game *Game, x, y float32) *GameObject{ exit := NewObject(game, x, y) exit.images = []*ebiten.Image{ tilesImage.SubImage(image.Rect(0, 16, 32, 48)).(*ebiten.Image), } exit.onCollideUp = OnCollideExit exit.onCollideDown = OnCollideExit exit.onCollideLeft = OnCollideExit exit.onCollideRight = OnCollideExit exit.movable = false return exit } func NewBox(game *Game, x, y float32) *GameObject{ box := NewObject(game, x, y) box.images = []*ebiten.Image{ tilesImage.SubImage(image.Rect(160, 0, 176, 16)).(*ebiten.Image), } return box } func NewSpring(game *Game, x, y float32) *GameObject{ spring := NewObject(game, x, y) spring.images = []*ebiten.Image{ tilesImage.SubImage(image.Rect(176, 0, 192, 16)).(*ebiten.Image), tilesImage.SubImage(image.Rect(176, 16, 192, 32)).(*ebiten.Image), tilesImage.SubImage(image.Rect(176, 32, 192, 48)).(*ebiten.Image), } spring.onCollideUp = OnCollideTopSpring spring.UpdateFunc = UpdateSpring return spring } func NewRightSideSpring(game *Game, x, y float32) *GameObject{ spring := NewObject(game, x, y) spring.images = []*ebiten.Image{ tilesImage.SubImage(image.Rect(176, 48, 192, 64)).(*ebiten.Image), tilesImage.SubImage(image.Rect(176, 64, 192, 80)).(*ebiten.Image), tilesImage.SubImage(image.Rect(176, 80, 192, 96)).(*ebiten.Image), } spring.onCollideRight = OnCollideRightSideSpring spring.UpdateFunc = UpdateSpring return spring } func NewLeftSideSpring(game *Game, x, y float32) *GameObject{ spring := NewObject(game, x, y) spring.images = []*ebiten.Image{ tilesImage.SubImage(image.Rect(176, 96, 192, 112)).(*ebiten.Image), tilesImage.SubImage(image.Rect(176, 112, 192, 128)).(*ebiten.Image), tilesImage.SubImage(image.Rect(176, 128, 192, 144)).(*ebiten.Image), } spring.onCollideLeft = OnCollideLeftSideSpring spring.UpdateFunc = UpdateSpring return spring } func NewSpike(game *Game, x, y float32) *GameObject{ spike := NewObject(game, x, y) spike.offsetY = 3 spike.images = []*ebiten.Image{ tilesImage.SubImage(image.Rect(192, 3, 208, 16)).(*ebiten.Image), } spike.onCollideUp = OnCollideSpike return spike } func NewLeftSpike(game *Game, x, y float32) *GameObject{ spike := NewObject(game, x, y) spike.offsetX = 3 spike.images = []*ebiten.Image{ tilesImage.SubImage(image.Rect(195, 16, 208, 32)).(*ebiten.Image), } spike.onCollideLeft = OnCollideSpike return spike } func NewVPlatform(game *Game, x, y float32) *GameObject{ platform := NewObject(game, x, y) platform.images = []*ebiten.Image{ tilesImage.SubImage(image.Rect(208, 0, 224, 5)).(*ebiten.Image), } platform.onCollideUp = OnCollideVPlatformTop platform.onCollideDown = OnCollideVPlatformBottom platform.UpdateFunc = UpdateVPlatform return platform } func NewHPlatform(game *Game, x, y float32) *GameObject{ platform := NewObject(game, x, y) platform.images = []*ebiten.Image{ tilesImage.SubImage(image.Rect(208, 0, 224, 5)).(*ebiten.Image), } platform.onCollideUp = OnCollideVPlatformTop platform.UpdateFunc = UpdateHPlatform return platform } func OnCollideExit(this, other *GameObject) bool { if other == this.game.player { g := other.game g.player.x = (exitTransitionWeight)*g.player.x + (1-exitTransitionWeight)*g.exit.x g.player.y = (exitTransitionWeight)*g.player.y + (1-exitTransitionWeight)*g.exit.y g.player.alpha *= exitTransitionWeight if g.player.alpha < 0.001 { g.EndLevel() } } return false } func OnCollideSpring(this, other *GameObject) bool { other.onGround = true this.state = 2 this.delta = 1 this.game.audioPlayer.springAudio.Rewind() this.game.audioPlayer.springAudio.Play() return false } func OnCollideTopSpring(this, other *GameObject) bool { other.vy = -SPRING_FORCE other.y += other.vy return OnCollideSpring(this, other) } func OnCollideLeftSideSpring(this, other *GameObject) bool { other.vx = -SPRING_FORCE other.x += other.vx return OnCollideSpring(this, other) } func OnCollideRightSideSpring(this, other *GameObject) bool { other.vx = SPRING_FORCE other.x += other.vx return OnCollideSpring(this, other) } func OnCollideSpike(this, other *GameObject) bool { if other == this.game.player { other.game.KillPlayer() } return true } func OnCollideVPlatformTop(this, other *GameObject) bool { other.y = this.y - float32(other.images[0].Bounds().Dy()) + this.vy other.vy = this.vy other.x += this.vx return true } func OnCollideVPlatformBottom(this, other *GameObject) bool { other.y = this.y + float32(this.images[0].Bounds().Dy()) other.vy = this.vy return false }