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package main
import (
"bytes"
_ "embed"
"fmt"
"image"
"image/color"
_ "image/png"
"log"
"math"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/audio"
"github.com/hajimehoshi/ebiten/v2/audio/wav"
)
const (
screenWidth = 400
screenHeight = 240
tileSize = 16
playerSpeed = 2.1
jumpHeight = 4
rewindSpeed = 2
gravity = 0.16
friction = 0.75
airResistance = 0.98
exitTransitionWeight = 0.9
ghostAlpha = 0.5
hightlightBorder = 2
audioFadeIn = 0.999
sampleRate = 44100
)
var (
//go:embed shaders/none.kage
noneShader_src []byte
//go:embed shaders/vcr.kage
vcrShader_src []byte
//go:embed shaders/clouds.kage
cloudShader_src []byte
//go:embed shaders/bloom.kage
bloomShader_src []byte
//go:embed assets/tiles.png
tilesPng_src []byte
//go:embed assets/character.png
characterPng_src []byte
//go:embed assets/rewind.wav
rewindWav_src []byte
//go:embed assets/stop.wav
stopWav_src []byte
//go:embed assets/start.wav
startWav_src []byte
//go:embed assets/ambient.wav
ambientWav_src []byte
)
var (
shaders map[string]*ebiten.Shader
tilesImage *ebiten.Image
characterImage *ebiten.Image
)
type State int
const (
IN_GAME State = iota
END
PLACING
REVERSING
)
type RecPoint struct {
x float32
y float32
vx float32
vy float32
alpha float32
}
type AudioPlayer struct {
audioContext *audio.Context
rewindAudio *audio.Player
stopAudio *audio.Player
startAudio *audio.Player
ambientAudio *audio.Player
}
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
audioPlayer *AudioPlayer
}
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,
alpha: object.alpha,
})
}
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 {
obj := g.objects[i]
obj.x = point.x
obj.y = point.y
obj.vx = point.vx
obj.vy = point.vy
obj.alpha = point.alpha
}
g.time -=1
}
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
g.player.alpha = ghostAlpha
}
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) ClearAll() {
g.objects = g.objects[:0]
g.objects = append(g.objects, g.player)
g.objects = append(g.objects, g.exit)
}
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 = "sky"
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()
StartGame(g)
g.audioPlayer.ambientAudio.SetVolume(0)
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 g.state == IN_GAME || g.state == PLACING {
if ! g.audioPlayer.ambientAudio.IsPlaying() {
g.audioPlayer.ambientAudio.Play()
}
volume := g.audioPlayer.ambientAudio.Volume()
volume = 1-((1-volume)*audioFadeIn)
g.audioPlayer.ambientAudio.SetVolume(volume)
}
if g.state == IN_GAME {
if inpututil.IsKeyJustPressed(ebiten.KeyR) {
g.SetReversing()
next := func (g *Game){
g.SetInGame()
g.recording = g.recording[:0]
g.playerAi = g.playerAi[:0]
}
g.whenStateFinished = append([]func(*Game){next}, g.whenStateFinished...)
}
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 {
g.time -= 1
for x := 0; x < rewindSpeed; x++ {
g.ReplayPoint()
}
if len(g.recording) == 0 {
g.TransitionState()
}
}
if g.state == PLACING {
g.UpdatePlacing()
}
if g.player.y > screenHeight {
g.KillPlayer()
}
return nil
}
func (g *Game) UpdatePlacing() {
for _, obj := range g.objects {
obj.Update(*g.tilemap, g.objects)
}
g.tilemap.Update()
g.ReplayPlayerAi()
cx, cy := ebiten.CursorPosition()
for _, object := range g.objects {
object.highlight = object.CollidePoint(float32(cx), float32(cy)) && object.movable && len(g.toPlace) == 0
}
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)
placeable.alpha = float32(math.Abs(math.Sin(float64(g.time) / 30.0)))
}
if inpututil.IsMouseButtonJustPressed(ebiten.MouseButton0) {
g.PlaceObject(cx, cy)
}
}
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)
placeable.highlight = false
placeable.alpha = 1.0
g.objects = append(g.objects, placeable)
g.toPlace = g.toPlace[1:len(g.toPlace)]
if len(g.toPlace) == 0 && len(g.playerAi) == 0 {
g.TransitionState()
}
}
func DrawBackground(screen *ebiten.Image, time int) {
shop := &ebiten.DrawRectShaderOptions{}
shop.Uniforms = map[string]any{
"Time": float32(time) / 60,
}
screen.DrawRectShader(screenWidth, screenHeight, shaders["sky"], shop)
}
func PostProcess(screen *ebiten.Image, shaderName string, time int) {
w, h := screen.Bounds().Dx(), screen.Bounds().Dy()
for _, shader := range []string{shaderName} {
out := ebiten.NewImage(w, h)
shop := &ebiten.DrawRectShaderOptions{}
shop.Uniforms = map[string]any{
"Time": float32(time) / 60,
"NoiseOffset": float32(time) / 60,
}
shop.Images[0] = screen
shop.Images[1] = screen
shop.Images[2] = screen
shop.Images[3] = screen
out.DrawRectShader(w, h, shaders[shader], shop)
op := &ebiten.DrawImageOptions{}
screen.DrawImage(out, op)
}
}
func (g *Game) Draw(screen *ebiten.Image) {
g.surface.Fill(color.Alpha16{0x9ccf})
DrawBackground(g.surface, g.time)
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(g.offsetX), float64(g.offsetY-2))
g.surface.DrawImage(g.tilemap.surface, op)
for i := len(g.objects)-1; i >= 0; i-- {
obj := g.objects[i]
obj.Draw(obj, g.surface, *g.tilemap)
}
if g.state == PLACING {
if len(g.toPlace) > 0 {
g.toPlace[0].Draw(g.toPlace[0], 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()
}
}
op = &ebiten.DrawImageOptions{}
PostProcess(g.surface, g.shaderName, g.time)
op = &ebiten.DrawImageOptions{}
screen.DrawImage(g.surface, &ebiten.DrawImageOptions{})
ebitenutil.DebugPrint(screen, fmt.Sprintf("tps: %.4f", ebiten.ActualFPS()))
}
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
}
shaders["bloom"], err = ebiten.NewShader([]byte(bloomShader_src))
if err != nil {
return err
}
shaders["sky"], err = ebiten.NewShader([]byte(cloudShader_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.SetInGame()
for _, o := range g.objects {
o.movable = false
}
}
}
}
func (g *Game) EndLevel() {
if g.state == IN_GAME {
g.state = END
g.TransitionState()
}
if g.state == PLACING {
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 (g *Game) SetReversing() {
g.state = REVERSING
g.shaderName = "vcr"
g.player.alpha = 1.0
g.audioPlayer.rewindAudio.Rewind()
g.audioPlayer.rewindAudio.Play()
g.audioPlayer.ambientAudio.Pause()
}
func (g *Game) StopRewinding() {
g.shaderName = "none"
if g.audioPlayer.rewindAudio.IsPlaying() {
g.audioPlayer.rewindAudio.Pause()
g.audioPlayer.startAudio.Rewind()
g.audioPlayer.startAudio.Play()
g.audioPlayer.ambientAudio.Play()
}
}
func (g *Game) SetInGame() {
g.state = IN_GAME
g.player.alpha = 1.0
g.StopRewinding()
}
func (g *Game) SetPlacing() {
g.state = PLACING
g.player.alpha = ghostAlpha
g.StopRewinding()
}
func loadAudio(wavFile []byte, audioContext *audio.Context) *audio.Player {
var err error
sound, err := wav.DecodeWithoutResampling(bytes.NewReader(wavFile))
if err != nil {
return nil
}
p, err := audioContext.NewPlayer(sound)
if err != nil {
return nil
}
return p
}
func (g *Game) LoadAudio() {
g.audioPlayer = &AudioPlayer{}
g.audioPlayer.audioContext = audio.NewContext(sampleRate)
g.audioPlayer.rewindAudio = loadAudio(rewindWav_src, g.audioPlayer.audioContext)
g.audioPlayer.stopAudio = loadAudio(stopWav_src, g.audioPlayer.audioContext)
g.audioPlayer.startAudio = loadAudio(startWav_src, g.audioPlayer.audioContext)
g.audioPlayer.ambientAudio = loadAudio(ambientWav_src, g.audioPlayer.audioContext)
if g.audioPlayer.ambientAudio == nil {
fmt.Printf("AUDIO NUL")
}
}
func (g *Game) LoadImages() {
img, _, err := image.Decode(bytes.NewReader(characterPng_src))
if err != nil {
log.Fatal(err)
}
characterImage = ebiten.NewImageFromImage(img)
img, _, err = image.Decode(bytes.NewReader(tilesPng_src))
if err != nil {
log.Fatal(err)
}
tilesImage = ebiten.NewImageFromImage(img)
}
func main() {
err := LoadShaders()
if err != nil {
log.Fatal(err)
}
ebiten.SetWindowTitle("Hello, World!")
game := &Game{}
game.LoadAudio()
game.LoadImages()
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)
}
|