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authordavidovski <david@davidovski.xyz>2023-10-20 04:12:49 +0100
committerdavidovski <david@davidovski.xyz>2023-10-20 04:12:49 +0100
commitd21c39c1d8f699709a069091ed058dd6ae451afa (patch)
tree78e88d0e830961ae4ce0f2a55e95e252f56a61b6 /pengui.go
parenteb25cad5f1cb4bd3f36e1ae5c0639a4ceee4c59b (diff)
add scroll
Diffstat (limited to 'pengui.go')
-rw-r--r--pengui.go90
1 files changed, 49 insertions, 41 deletions
diff --git a/pengui.go b/pengui.go
index 8e1a599..08145e4 100644
--- a/pengui.go
+++ b/pengui.go
@@ -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()