Added the structures I am gonna need to implement colliders and more.

This commit is contained in:
Andrey Parhomenko 2023-05-11 12:28:34 +03:00
parent fb10beda75
commit a89db46fe7
11 changed files with 103 additions and 47 deletions

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@ -1,12 +0,0 @@
package gx
// Implementing the interface lets
// the engine to work faster about
// collisions because it first checks
// if the the bigger rectangles that
// contain more complicated structure
// do collide.
type ColliderSimplifier interface {
ColliderSimplify() Rect
}

32
src/gx/collider.go Normal file
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@ -0,0 +1,32 @@
package gx
// Implementing the interface lets
// the engine to work faster about
// collisions because it first checks
// if the the bigger collider that
// contain more complicated structure
// do collide.
type ColliderSimplifier interface {
ColliderSimplify() Rect
}
// The structure represents all
// information on collision.
type Collision struct {
Other Collider
}
// Every collider has to implement
// collision with every other type of collider
// for optimization. Not good for custom colliders
// but is fast.
type Collider interface {
Collides(Collider) *Collision
}
// happening collision getting the Collision as
// argument.
type CollideEventer interface {
Collide(*Collision)
}

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@ -8,8 +8,6 @@ import (
)
type Image = ebiten.Image
type Rectangle = image.Rectangle
type Point = image.Point
// The interface describes anything that can be
// drawn. It will be drew corresponding to

7
src/gx/line-segment.go Normal file
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@ -0,0 +1,7 @@
package gx
type LineSegment struct {
P Point
V Vector
}

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@ -9,6 +9,10 @@ import (
"time"
)
// The type is used in all Engine interactions
// where you need floating values.
type Float = float64
// The type represents order of drawing.
type Layer int

9
src/gx/matrix.go Normal file
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@ -0,0 +1,9 @@
package gx
import (
"github.com/hajimehoshi/ebiten/v2"
//"math"
)
type Matrix = ebiten.GeoM

3
src/gx/misc.go Normal file
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@ -0,0 +1,3 @@
package gx

4
src/gx/point.go Normal file
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@ -0,0 +1,4 @@
package gx
type Point Vector

7
src/gx/ray.go Normal file
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@ -0,0 +1,7 @@
package gx
type Ray struct {
P Point
V Vector
}

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@ -1,47 +1,18 @@
package gx
import (
"github.com/hajimehoshi/ebiten/v2"
"math"
//"github.com/hajimehoshi/ebiten/v2"
//"math"
)
type Matrix = ebiten.GeoM
type Float = float64
type Vector struct {
X, Y Float
}
type Transform struct {
// Position, scale, rotate around.
// Position, scale, rotate around(relatively of position, not absolute).
P, S, RA Vector
// Rotation angle in radians.
R Float
}
func V(x, y Float) Vector {
return Vector{x, y}
}
// Returns the vector with the matrix applied
func (v Vector) Apply(m *Matrix) Vector {
x, y := m.Apply(v.X, v.Y)
return V(x, y)
}
// Returns the vector rotated by "a" angle in radians.
func (v Vector) Rotate(a Float) Vector {
m := &Matrix{}
m.Rotate(a)
return v.Apply(m)
}
// Returns the normalized vector.
func (v Vector) Norm() Vector {
l := math.Sqrt(v.X*v.X + v.Y*v.Y)
return V(v.X / l, v.Y / l)
}
// Returns empty Transform.
func T() Transform {
ret := Transform{}
return ret

33
src/gx/vector.go Normal file
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@ -0,0 +1,33 @@
package gx
import (
//"github.com/hajimehoshi/ebiten/v2"
"math"
)
type Vector struct {
X, Y Float
}
func V(x, y Float) Vector {
return Vector{x, y}
}
// Returns the vector with the matrix applied
func (v Vector) Apply(m *Matrix) Vector {
x, y := m.Apply(v.X, v.Y)
return V(x, y)
}
// Returns the vector rotated by "a" angle in radians.
func (v Vector) Rotate(a Float) Vector {
m := &Matrix{}
m.Rotate(a)
return v.Apply(m)
}
// Returns the normalized vector.
func (v Vector) Norm() Vector {
l := math.Sqrt(v.X*v.X + v.Y*v.Y)
return V(v.X / l, v.Y / l)
}