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|
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()
}
fmt.Printf("pframe %d/%d\n", g.playerAiIdx, len(g.playerAi))
}
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()
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)
}
}
}
if g.player.y > screenHeight {
g.KillPlayer()
}
return nil
}
func (g *Game) PlaceObject(cx, cy int) {
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 {
fmt.Printf("end of end state transition\n")
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
}
}
}
func (g *Game) EndLevel() {
if g.state == IN_GAME {
g.state = END
g.TransitionState()
} else {
g.ResetPlayerAi()
}
}
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)
}
|