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|
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
}
|