package main import ( "image/color" _ "image/png" "log" "math" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "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 type Penguin struct { img *ebiten.Image x, y float64 xv, yv float64 onGround bool } func newPenguin() Penguin { penguin := Penguin{ x: screen_w / 2, y: 0, xv: 0, yv: 0, } var err error penguin.img, _, err = ebitenutil.NewImageFromFile("assets/penguin.png") if err != nil { log.Fatal(err) } return penguin; } func (p *Penguin) Width() (float64) { return float64(p.img.Bounds().Dx()) } func (p *Penguin) Height() (float64) { return float64(p.img.Bounds().Dy()) } func (p *Penguin) Cx() (float64) { return p.x + float64(p.img.Bounds().Dx()) / 2 } func (p *Penguin) Cy() (float64) { return p.y + float64(p.img.Bounds().Dy()) / 2 } func (penguin *Penguin) draw(screen *ebiten.Image, game Game) { op := &ebiten.DrawImageOptions{} if penguin.onGround { angle := game.ground.angle(penguin.Cx(), 2) tx, ty := float64(penguin.Width()) / 2, float64(penguin.Height()) op.GeoM.Translate(-tx, -ty) op.GeoM.Rotate(angle) op.GeoM.Translate(tx, ty) } op.GeoM.Translate(penguin.x, penguin.y) screen.DrawImage(penguin.img, op) } func (penguin *Penguin) drawBounds(screen *ebiten.Image, game Game) { var m float64 = 16 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) 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()), 4, green, true) return } vector.StrokeRect(screen, float32(penguin.x), float32(penguin.y), float32(penguin.Width()), float32(penguin.Height()), 4, red, true) } func (penguin *Penguin) update(g *Game) { if penguin.onGround{ penguin.yv = 0 penguin.y = g.ground(penguin.Cx()) - float64(penguin.img.Bounds().Dy()) penguin.x += penguin.xv penguin.y += penguin.yv dx, dy := Normalize(g.ground.normal(penguin.x, 1)) penguin.xv += math.Sqrt(dx*dx + dy*dy) * math.Sin(g.ground.angle(penguin.Cx(), 2)) * 4 //penguin.yv += math.Sqrt(dx*dx + dy*dy) * math.Cos(g.ground.angle(penguin.Cx(), 2)) * 4 penguin.xv *= GROUND_RESISTANCE return } penguin.yv += 0.9 penguin.x += penguin.xv penguin.y += penguin.yv penguin.xv *= AIR_RESISTANCE penguin.yv *= AIR_RESISTANCE if penguin.collideWithCurve(g.ground, 0, penguin.yv){ penguin.yv = 0 penguin.onGround = true return } } func (p *Penguin) collideWithCurve(curve Curve, xv, yv float64) bool { cy1 := curve(p.x + xv) y1 := p.y + yv y2 := p.y + yv + float64(p.img.Bounds().Dy()) if y1 < cy1 && cy1 < y2 { return true } cy2 := curve(p.x + xv + float64(p.img.Bounds().Dx())) if y1 < cy2 && cy2 < y2 { return true } return false } func (g *Game) init() { g.penguin = newPenguin() } 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 { x2 := x1 + resolution y1 := curve(float64(x1)) y2 := curve(float64(x2)) vector.StrokeLine(dst, float32(x1), float32(y1), float32(x2), float32(y2), width, color.RGBA{0x19, 0x19, 0x19, 0xff}, true) } } func (curve Curve) delta(x, r float64) (float64, float64){ x1, x2 := x + r, x - r y1, y2 := curve(x1), curve(x2) dx, dy := x2 - x1, y2 - y1 return dx, dy } func (curve Curve) angle(x, r float64) (float64){ dx, dy := curve.delta(x, r) return math.Atan(dy / dx) } func (curve Curve) normal(x, r float64) (float64, float64){ dx, dy := curve.delta(x, r) //m := -(dx / dy) return -dy,dx } func Normalize(x, y float64) (float64, float64) { m := math.Sqrt(x*x + y*y) return x/m, y/m } type Game struct{ penguin Penguin ground Curve } func (g *Game) Update() error { if g.penguin.onGround{ if ebiten.IsKeyPressed(ebiten.KeyA) { g.penguin.xv = -4 } if ebiten.IsKeyPressed(ebiten.KeyD) { g.penguin.xv = 4 } if ebiten.IsKeyPressed(ebiten.KeySpace) { g.penguin.onGround = false fx, fy := Normalize(g.ground.normal(g.penguin.Cx(), 2)) const jumpHeight = 8 g.penguin.xv += fx * jumpHeight g.penguin.yv += fy * jumpHeight } } g.penguin.update(g) return nil } 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.penguin.draw(screen, *g) g.penguin.drawBounds(screen, *g) } func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) { return 640, 480 } func main() { ebiten.SetWindowSize(640, 480) ebiten.SetWindowTitle("penguin") ebiten.SetTPS(10) game := Game{} game.ground = func(x float64)(y float64) { //return 200-math.Pow((x - 320)/320, 3)+math.Pow((x-320), 2)/300 //return 400 return 400+50*math.Sin(x/50) } game.init() if err := ebiten.RunGame(&game); err != nil { log.Fatal(err) } }