1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
|
package main
import (
"image"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
const (
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)
movable bool
state int
delta int
}
type Player struct {
GameObject
}
func UpdateSpring(o * GameObject, tilemap Tilemap, others []*GameObject) {
if o.delta % 3 == 0 {
if o.state == 1 {
o.state = 0
} else if o.state == 2 {
o.state = 1
}
}
}
func (o * GameObject) Update(tilemap Tilemap, others []*GameObject) {
if o.UpdateFunc != nil {
o.UpdateFunc(o, tilemap, others)
}
o.delta += 1
var direction Direction
o.vy += gravity
o.vx *= o.resistance
o.vy *= o.resistance
o.x += o.vx
if o.vx > 0 {
direction = RIGHT
} else {
direction = LEFT
}
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 = OnCollideSpring
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.onCollideRight = OnCollideSpike
return spike
}
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.vy = -SPRING_FORCE
other.onGround = true
this.state = 2
this.delta = 1
return false
}
func OnCollideSpike(this, other *GameObject) bool {
if other == this.game.player {
other.game.KillPlayer()
}
return true
}
|