gg/cmd/test/player.go

177 lines
3.4 KiB
Go

package main
import (
//"math/rand"
"fmt"
"time"
)
import "vultras.su/core/gg"
type Player struct {
gg.AnimatedSprite
MoveSpeed gg.Float
ScaleSpeed gg.Float
Spawned bool
}
func NewPlayer() *Player {
ret := &Player{}
ret.Transform = gg.T()
ret.Scale = gg.V2(1)
ret.Around = gg.V2(.5)
ret.MoveSpeed = 40.
ret.ScaleSpeed = .2
ret.Animations = playerAnimations
ret.TimeBetweenFrames = time.Second/10
ret.Visible = true
ret.Layer = PlayerL
ret.Collidable = true
ret.Resolvable = true
return ret
}
func (p *Player) Start(c *Context) {
}
func (p *Player) Draw(c *Context) []gg.EVertex {
return p.AnimatedSprite.Draw(c)
prect := &gg.DrawableRectangle{
Rectangle: p.Rectangle(),
}
prect.Color = gg.Rgba(1, 1, 1, 1)
return prect.Draw(c)
}
func (p *Player) Update(c *Context) {
if p.Spawned {
return
}
dt := c.Dt().Seconds()
cam := c.Camera
keys := c.Keys()
walking := false
shift := c.IsPressed(gg.KeyShift)
//p.Uniforms["Random"] = any(rand.Float32())
for _, v := range keys {
switch v {
case gg.KeyQ:
p.Scale = p.Scale.Add(gg.V(p.ScaleSpeed*dt, 0))
case gg.KeyArrowUp:
cam.Position.Y += p.MoveSpeed * dt
case gg.KeyArrowLeft:
cam.Position.X -= p.MoveSpeed * dt
case gg.KeyArrowDown:
cam.Position.Y -= p.MoveSpeed * dt
case gg.KeyArrowRight:
cam.Position.X += p.MoveSpeed * dt
case gg.KeyW:
p.Position.Y -= p.MoveSpeed * dt*10
walking = true
p.Animate(Walk)
case gg.KeyA:
p.Position.X -= p.MoveSpeed * dt
p.Scale.X = -1
walking = true
p.Animate(Walk)
case gg.KeyS:
p.Position.Y -= p.MoveSpeed * dt
walking = true
p.Animate(Walk)
case gg.KeyD:
p.Position.X += p.MoveSpeed * dt
p.Scale.X = 1
walking = true
p.Animate(Walk)
case gg.KeyR:
cam.Rotation += gg.Pi * p.ScaleSpeed * dt
case gg.KeyT:
cam.Rotation -= gg.Pi * p.ScaleSpeed * dt
case gg.KeyRightBracket:
if shift {
p.Rotation -= gg.Pi * 0.3 * dt
} else {
p.Rotation += gg.Pi * 0.3 * dt
}
case gg.KeyF:
if shift {
cam.Scale = cam.Scale.Add(gg.V2(p.ScaleSpeed * dt))
} else {
cam.Scale = cam.Scale.Add(gg.V2(-p.ScaleSpeed * dt))
}
case gg.KeyG:
if shift {
cam.Scale.Y -= gg.Pi * p.ScaleSpeed * dt
} else {
cam.Scale.Y += gg.Pi * p.ScaleSpeed * dt
}
case gg.KeyLeftBracket:
if shift {
rect.Rotation -= gg.Pi * 0.3 * dt
} else {
rect.Rotation += gg.Pi * 0.3 * dt
}
case gg.Key0:
c.Del(p)
case gg.KeyB:
case gg.Key5:
pp := *p
counter++
p.Spawned = true
c.Spawn(&pp)
}
}
if !walking {
p.Animate(Stand)
}
for _, event := range c.Events {
switch ec := event.(type) {
case *gg.KeyDown:
switch {
case ec.Key == gg.KeyB:
if p.Layer != PlayerL {
p.Layer = PlayerL
} else {
p.Layer = HighestL
}
}
case *gg.MouseMove:
if !c.IsButtoned(gg.MouseButtonRight) {
break
}
pos := c.Camera.Position
c.Camera.Position = pos.Sub(ec.Abs)
case *gg.WheelChange:
c.Camera.Scale = c.Camera.Scale.Add(gg.V2(
ec.Offset.Y * dt * p.ScaleSpeed * 40,
))
}}
p.Position.Y += 2
}
func (p *Player) Resolve(c *Context) {
col := c.Collisions[0]
fmt.Printf("frame[%d]: the col[0] len(%d): %T, %T\n", c.Frame(), len(c.Collisions), col.What, col.With)
switch col.Type{
case gg.PhysCollision :
LOOP:
for {
p.Position.Y -= 0.2
shit, collides := gg.Collide(p, col.With)
fmt.Println("shit:", shit)
fmt.Println("do:", collides)
if !collides {
break LOOP
}
}
}
}