diff options
author | davidovski <david@davidovski.xyz> | 2023-10-20 03:43:37 +0100 |
---|---|---|
committer | davidovski <david@davidovski.xyz> | 2023-10-20 03:43:37 +0100 |
commit | eb25cad5f1cb4bd3f36e1ae5c0639a4ceee4c59b (patch) | |
tree | 43d33951ac9bd1025045690088de0eeedbcf7222 | |
parent | 29f0fefd1b018c6b971f3214e7eaa3bc9efd19b8 (diff) |
add proper friction and air resistance
-rw-r--r-- | pengui.go | 81 |
1 files changed, 54 insertions, 27 deletions
@@ -11,11 +11,10 @@ import ( "github.com/hajimehoshi/ebiten/v2/vector" ) -const GROUND_RESISTANCE = 0.8 -const AIR_RESISTANCE = 0.99 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 type Penguin struct { img *ebiten.Image @@ -23,6 +22,8 @@ type Penguin struct { x, y float64 xv, yv float64 onGround bool + fx []float64 + fy []float64 } func newPenguin() Penguin { @@ -76,47 +77,65 @@ func (penguin *Penguin) draw(screen *ebiten.Image, game Game) { func (penguin *Penguin) drawBounds(screen *ebiten.Image, game Game) { - var m float64 = 16 + const s float64 = 200 - vector.StrokeLine(screen, - float32(penguin.Cx()), float32(penguin.y+penguin.Height()), - float32(penguin.Cx() + penguin.xv*m), float32(penguin.y + penguin.Height() + penguin.yv*m), - 4, red, true) + tx, ty := 0.0, 0.0 + for i := range penguin.fx{ + x, y := penguin.fx[i], penguin.fy[i] + tx += x + ty += y - if penguin.onGround{ - fx, fy := Normalize(game.ground.normal(game.penguin.Cx(), 2)) vector.StrokeLine(screen, float32(penguin.Cx()), float32(penguin.y+penguin.Height()), - float32(penguin.Cx() + fx*penguin.Height()), float32(penguin.y + penguin.Height() + fy*penguin.Height()), + float32(penguin.Cx() + x*s), float32(penguin.y + penguin.Height() + y*s), 4, green, true) - return } - - vector.StrokeRect(screen, - float32(penguin.x), float32(penguin.y), - float32(penguin.Width()), float32(penguin.Height()), + 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) + } func (penguin *Penguin) update(game *Game) { - g := 0.9 // force of gravity - penguin.yv += g + gx, gy := 0.0, gravity + penguin.fx = []float64{gx} + penguin.fy = []float64{gy} + if penguin.onGround{ - //dx, dy := Normalize(game.ground.normal(penguin.Cx(), 1)) angle := game.ground.angle(penguin.Cx(), 1) - nx, ny := g * g * math.Tan(angle), -g + dx, dy := Normalize(game.ground.normal(penguin.Cx(), 1)) - penguin.xv += nx - penguin.yv += ny + nx, ny := Multiply(dx, dy, gravity * math.Cos(angle)) + + sd := 0.0 + if penguin.xv > 0 { + sd = 1 + } else if penguin.xv < 0 { + sd = -1 + } + + rx, ry := Multiply(-sd*dy, sd*dx, -friction) + penguin.fx = append(penguin.fx, nx, rx) + penguin.fy = append(penguin.fy, ny, ry) } + ax, ay := Multiply(penguin.xv, penguin.yv, -air_resistance) + penguin.fx = append(penguin.fx, ax) + penguin.fy = append(penguin.fy, ay) + for _, v := range penguin.fx{ + penguin.xv += v + } + for _, v := range penguin.fy{ + penguin.yv += v + } penguin.x += penguin.xv + penguin.y += penguin.yv - if penguin.collideWithCurve(game.ground, 0, penguin.yv){ + if penguin.y+penguin.Height() > game.ground(penguin.Cx()){ penguin.y = game.ground(penguin.Cx()) - penguin.Height() penguin.onGround = true } else { - penguin.y += penguin.yv penguin.onGround = false } @@ -174,6 +193,14 @@ func Normalize(x, y float64) (float64, float64) { return x/m, y/m } +func Angle(x, y float64) (float64) { + return math.Atan(y / x) +} + +func Multiply(x, y, c float64) (float64, float64) { + return x*c, y*c +} + func Magnitude(x, y float64) (float64) { return math.Sqrt(x*x + y*y) } @@ -186,8 +213,8 @@ type Game struct{ func (g *Game) Update() error { if ebiten.IsMouseButtonPressed(ebiten.MouseButton0){ cx, cy := ebiten.CursorPosition() - g.penguin.x = float64(cx) - g.penguin.y = float64(cy) + g.penguin.x = float64(cx) - g.penguin.Width()/2 + g.penguin.y = float64(cy) - g.penguin.Height()/2 g.penguin.xv = 0 g.penguin.yv = 0 } @@ -248,8 +275,8 @@ func main() { game.ground = func(x float64)(y float64) { //return 200-math.Pow((x - 320)/320, 3)+math.Pow((x-320), 2)/300 //return 400-math.Pow((x-320)/20, 2) - return 400 - //return 400+50*math.Cos(x/30) + //return 400 + return 240+50*math.Cos(x/30) } game.init() |