diff options
author | davidovski <david@davidovski.xyz> | 2023-10-20 04:12:49 +0100 |
---|---|---|
committer | davidovski <david@davidovski.xyz> | 2023-10-20 04:12:49 +0100 |
commit | d21c39c1d8f699709a069091ed058dd6ae451afa (patch) | |
tree | 78e88d0e830961ae4ce0f2a55e95e252f56a61b6 | |
parent | eb25cad5f1cb4bd3f36e1ae5c0639a4ceee4c59b (diff) |
add scroll
-rw-r--r-- | pengui.go | 90 |
1 files changed, 49 insertions, 41 deletions
@@ -11,10 +11,12 @@ import ( "github.com/hajimehoshi/ebiten/v2/vector" ) -var red = color.RGBA{0xcc, 0x66, 0x66, 0xff} -var green = color.RGBA{0xb5, 0xbd, 0x68, 0xff} +var RED = color.RGBA{0xcc, 0x66, 0x66, 0xff} +var GREEN = color.RGBA{0xb5, 0xbd, 0x68, 0xff} const screen_w, screen_h = 640, 480 -const gravity, friction, air_resistance = 0.9, 0.01, 0.01 +const GRAVITY, FRICTION, AIR_RESISTANCE, PUSH = 1.2, 0.02, 0.01, 0.8 + +var sx, sy = 0.0, 0.0 type Penguin struct { img *ebiten.Image @@ -71,7 +73,7 @@ func (penguin *Penguin) draw(screen *ebiten.Image, game Game) { op.GeoM.Translate(tx, ty) } - op.GeoM.Translate(penguin.x, penguin.y) + op.GeoM.Translate(sx + penguin.x, sy + penguin.y) screen.DrawImage(penguin.img, op) } @@ -86,19 +88,19 @@ func (penguin *Penguin) drawBounds(screen *ebiten.Image, game Game) { ty += y vector.StrokeLine(screen, - float32(penguin.Cx()), float32(penguin.y+penguin.Height()), - float32(penguin.Cx() + x*s), float32(penguin.y + penguin.Height() + y*s), - 4, green, true) + float32(sx + penguin.Cx()), float32(sy + penguin.y+penguin.Height()), + float32(sx + penguin.Cx() + x*s), float32(sy + penguin.y + penguin.Height() + y*s), + 4, GREEN, true) } vector.StrokeLine(screen, - float32(penguin.Cx()), float32(penguin.y+penguin.Height()), - float32(penguin.Cx() + tx*s), float32(penguin.y + penguin.Height() + ty*s), - 4, red, true) + float32(sx + penguin.Cx()), float32(sy + penguin.y+penguin.Height()), + float32(sx + penguin.Cx() + tx*s), float32(sy + penguin.y + penguin.Height() + ty*s), + 4, RED, true) } func (penguin *Penguin) update(game *Game) { - gx, gy := 0.0, gravity + gx, gy := 0.0, GRAVITY penguin.fx = []float64{gx} penguin.fy = []float64{gy} @@ -106,7 +108,7 @@ func (penguin *Penguin) update(game *Game) { angle := game.ground.angle(penguin.Cx(), 1) dx, dy := Normalize(game.ground.normal(penguin.Cx(), 1)) - nx, ny := Multiply(dx, dy, gravity * math.Cos(angle)) + nx, ny := Multiply(dx, dy, GRAVITY * math.Cos(angle)) sd := 0.0 if penguin.xv > 0 { @@ -115,31 +117,36 @@ func (penguin *Penguin) update(game *Game) { sd = -1 } - rx, ry := Multiply(-sd*dy, sd*dx, -friction) + rx, ry := Multiply(-sd*dy, sd*dx, -FRICTION * Magnitude(penguin.xv, penguin.yv)) penguin.fx = append(penguin.fx, nx, rx) penguin.fy = append(penguin.fy, ny, ry) } - ax, ay := Multiply(penguin.xv, penguin.yv, -air_resistance) + ax, ay := Multiply(penguin.xv, penguin.yv, -AIR_RESISTANCE) penguin.fx = append(penguin.fx, ax) penguin.fy = append(penguin.fy, ay) + // add the forces to the current velocity for _, v := range penguin.fx{ penguin.xv += v } for _, v := range penguin.fy{ penguin.yv += v } + + // add the current velocity to the penguin penguin.x += penguin.xv penguin.y += penguin.yv + // check if the penguin is on the ground if penguin.y+penguin.Height() > game.ground(penguin.Cx()){ penguin.y = game.ground(penguin.Cx()) - penguin.Height() + if !penguin.onGround{ + penguin.yv = 0 + } penguin.onGround = true } else { penguin.onGround = false } - - } func (p *Penguin) collideWithCurve(curve Curve, xv, yv float64) bool { @@ -160,13 +167,13 @@ func (g *Game) init() { type Curve func(x float64)(y float64) -func (curve Curve) draw(dst *ebiten.Image, clr color.Color, width float32, resolution int, antialias bool) { - for x1 := 0; x1 < screen_w; x1 += resolution { +func (curve Curve) draw(dst *ebiten.Image, clr color.Color, width float32, resolution float64, antialias bool) { + for x1 := float64(-sx); x1 < float64(screen_w - sx); x1 += resolution { x2 := x1 + resolution - y1 := curve(float64(x1)) - y2 := curve(float64(x2)) + y1 := curve(x1) + y2 := curve(x2) - vector.StrokeLine(dst, float32(x1), float32(y1), float32(x2), float32(y2), width, color.RGBA{0x19, 0x19, 0x19, 0xff}, true) + vector.StrokeLine(dst, float32(sx + x1), float32(sy + y1), float32(sx + x2), float32(sy + y2), width, color.RGBA{0x19, 0x19, 0x19, 0xff}, true) } } @@ -211,6 +218,11 @@ type Game struct{ } func (g *Game) Update() error { + // calculate scroll x and y + sx = -(g.penguin.Cx() - screen_w/2) + sy = -(g.penguin.Cy() - screen_h/2) + + if ebiten.IsMouseButtonPressed(ebiten.MouseButton0){ cx, cy := ebiten.CursorPosition() g.penguin.x = float64(cx) - g.penguin.Width()/2 @@ -221,30 +233,24 @@ func (g *Game) Update() error { if g.penguin.onGround{ if ebiten.IsKeyPressed(ebiten.KeyA) { - g.penguin.xv -= 0.1 + dx, dy := Normalize(g.ground.delta(g.penguin.Cx(), 1)) + g.penguin.xv += dx * PUSH + g.penguin.yv += dy * PUSH } if ebiten.IsKeyPressed(ebiten.KeyD) { - g.penguin.xv += 0.1 + dx, dy := Normalize(g.ground.delta(g.penguin.Cx(), 1)) + g.penguin.xv -= dx * PUSH + g.penguin.yv -= dy * PUSH } if ebiten.IsKeyPressed(ebiten.KeySpace) { g.penguin.onGround = false fx, fy := Normalize(g.ground.normal(g.penguin.Cx(), 2)) - const jumpHeight = 8 - - var ex, ey float64 = 0, -1 - switch { - case ebiten.IsKeyPressed(ebiten.KeyA): - ex -= 1 - case ebiten.IsKeyPressed(ebiten.KeyD): - ex += 1 - case ebiten.IsKeyPressed(ebiten.KeyS): - ey += 1 - } - - g.penguin.xv += (ex + fx) * jumpHeight - g.penguin.yv += (ey + fy) * jumpHeight + const jumpHeight = 16 + + g.penguin.xv += fx * jumpHeight + g.penguin.yv += fy * jumpHeight } } @@ -256,7 +262,7 @@ func (g *Game) Update() error { func (g *Game) Draw(screen *ebiten.Image) { screen.Fill(color.RGBA{0xfe, 0xfe, 0xfe, 0xff}) - g.ground.draw(screen, color.RGBA{0x19, 0x19, 0x19, 0xff}, 4, 16, true); + g.ground.draw(screen, color.RGBA{0x19, 0x19, 0x19, 0xff}, 4, 4, true); g.penguin.draw(screen, *g) g.penguin.drawBounds(screen, *g) } @@ -273,10 +279,12 @@ func main() { game := Game{} game.ground = func(x float64)(y float64) { - //return 200-math.Pow((x - 320)/320, 3)+math.Pow((x-320), 2)/300 + //return 200-math.Pow(x/200, 3)+math.Pow((x-320), 2)/300 //return 400-math.Pow((x-320)/20, 2) - //return 400 - return 240+50*math.Cos(x/30) + if x < 0 { + return 0 + } + return 500+50*-math.Cos(x/130)*math.Sin(x/164)*math.Cos((x-400)/400) + -500*math.Cos(x/800) } game.init() |