summaryrefslogtreecommitdiff
path: root/objects.go
blob: b301495baf199240f1ab1e7c27becc71c3b55628 (plain)
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
package main

import (
	"log"
    "image"
    "image/color"
    "github.com/hajimehoshi/ebiten/v2"
    "github.com/hajimehoshi/ebiten/v2/vector"
	"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)

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

    friction float32
    resistance float32
    image *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
    movable bool
}


type Player struct {
    GameObject
}

func (o * GameObject) Update(tilemap Tilemap, others []*GameObject) {
    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 {
        maxX := object.x + float32(object.image.Bounds().Dx())
        maxY := object.y + float32(object.image.Bounds().Dy())
        minX := object.x
        minY := object.y
        if x >= minX && x < maxX && y >= minY && y < maxY {
            return object
        }
    }
    return nil
}

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 (o * GameObject) Draw(screen *ebiten.Image, tilemap Tilemap) {
    op := &ebiten.DrawImageOptions{}
    op.GeoM.Translate(float64(o.x), float64(o.y))
    screen.DrawImage(o.image, op)

    
    if o.movable {
        vector.StrokeRect(screen, o.x, o.y, float32(o.image.Bounds().Dx()), float32(o.image.Bounds().Dy()), 2, color.RGBA{255, 100, 100, 255}, false)
    }


}

func (object * GameObject) Collide(other *GameObject) bool {
    maxX1 := object.x + float32(object.image.Bounds().Dx())
    maxY1 := object.y + float32(object.image.Bounds().Dy())
    minX1 := object.x
    minY1 := object.y

    maxX2 := other.x + float32(other.image.Bounds().Dx())
    maxY2 := other.y + float32(other.image.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.image.Bounds().Dx()
    height := object.image.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{
    obj := &GameObject{
        game: game,
        startx: x,
        starty: y,
    }

    obj.friction = friction
    obj.resistance = airResistance
    obj.x = obj.startx
    obj.y = obj.starty
    obj.movable = true
    return obj
}

func NewPlayer(game *Game, x, y float32) *GameObject{
    player := NewObject(game, x, y)

    playerImage, _, err := ebitenutil.NewImageFromFile("assets/character.png")
	if err != nil {
		log.Fatal(err)
	}

    player.image = playerImage.SubImage(image.Rect(4, 8, 27, 32)).(*ebiten.Image)

    player.movable = false
    return player
}

func NewExit(game *Game, x, y float32) *GameObject{
    exit := NewObject(game, x, y)

    exit.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.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.image = tilesImage.SubImage(image.Rect(176, 0, 192, 16)).(*ebiten.Image)
    spring.onCollideUp = OnCollideSpring

    return spring
}

func NewSpike(game *Game, x, y float32) *GameObject{
    spike := NewObject(game, x, y)

    spike.offsetY = 3
    spike.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.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 {
        this.game.EndLevel()
    }
    return false
}

func OnCollideSpring(this, other *GameObject) bool {
    other.vy -= SPRING_FORCE
    other.onGround = true
    return false
}

func OnCollideSpike(this, other *GameObject) bool {
    if other == this.game.player {
        other.game.KillPlayer()
    }
    return true
}