188 lines
3.5 KiB
Go
188 lines
3.5 KiB
Go
package main
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import (
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//"math/rand"
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"fmt"
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"time"
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)
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import "vultras.su/core/gg"
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type Player struct {
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gg.AnimatedSprite
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MoveSpeed gg.Float
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ScaleSpeed gg.Float
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Spawned bool
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}
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func NewPlayer() *Player {
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ret := &Player{}
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ret.Transform = gg.T()
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ret.SetScale(gg.V2(1))
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ret.SetAround(gg.V2(.5))
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ret.MoveSpeed = 40.
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ret.ScaleSpeed = .2
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ret.Animations = playerAnimations
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ret.TimeBetweenFrames = time.Second/10
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ret.Shader = gg.SolidWhiteColorShader
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ret.Visible = true
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ret.Layer = PlayerL
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ret.Collidable = true
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ret.Resolvable = true
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return ret
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}
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func (p *Player) Start(c *Context) {
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p.Connect(rect)
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}
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func (p *Player) Draw(c *Context) []gg.EVertex {
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return p.AnimatedSprite.Draw(c)
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prect := &gg.DrawableRectangle{
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Rectangle: p.Rectangle(),
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}
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prect.Color = gg.Rgba(1, 1, 1, 1)
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return prect.Draw(c)
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}
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func (p *Player) Update(c *Context) {
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/*r := gg.Rectangle{
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Transform: gg.T(),
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}
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r.Width = 150
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r.Height = 150
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col, _ := gg.Collide(p, r)
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fmt.Println(col.Crosses)*/
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//p.SetPosition(p.Position().Sub(gg.Y(2)))
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p.Move(gg.Y(1))
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if p.Spawned {
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return
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}
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dt := c.Dt().Seconds()
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cam := c.Camera
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keys := c.Keys()
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walking := false
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shift := c.IsPressed(gg.KeyShift)
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//p.Uniforms["Random"] = any(rand.Float32())
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for _, v := range keys {
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switch v {
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case gg.KeyQ:
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p.SetScale(
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p.Scale().Add(
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gg.X(p.ScaleSpeed*dt),
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),
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)
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case gg.KeyW:
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p.Move(gg.Y(-p.MoveSpeed * dt ))
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walking = true
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p.Animate(Walk)
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case gg.KeyA:
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p.Move(gg.X(-p.MoveSpeed * dt))
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p.SetScale(gg.V(-1, 1))
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walking = true
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p.Animate(Walk)
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case gg.KeyS:
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p.Move(gg.Y(p.MoveSpeed * dt))
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//p.Position.Y -= p.MoveSpeed * dt
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walking = true
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p.Animate(Walk)
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case gg.KeyD:
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p.Move(gg.X(p.MoveSpeed * dt))
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p.SetScale(gg.V(1, 1))
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walking = true
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p.Animate(Walk)
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case gg.KeyR:
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cam.Rotate(gg.Pi * p.ScaleSpeed * dt)
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case gg.KeyT:
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cam.Rotate(-gg.Pi * p.ScaleSpeed * dt)
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case gg.KeyRightBracket:
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if shift {
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p.Rotate(-gg.Pi * 0.3 * dt)
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} else {
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p.Rotate(+gg.Pi * 0.3 * dt)
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}
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case gg.KeyF:
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if shift {
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cam.AddScale(gg.V2(p.ScaleSpeed * dt))
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} else {
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cam.AddScale(gg.V2(-p.ScaleSpeed * dt))
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}
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case gg.KeyLeftBracket:
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if shift {
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rect.Rotate(-gg.Pi * 0.3 * dt)
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} else {
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rect.Rotate(+gg.Pi * 0.3 * dt)
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}
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case gg.Key0:
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c.Del(p)
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case gg.KeyB:
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case gg.Key5:
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pp := *p
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counter++
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pp.Spawned = true
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pp.Collidable = false
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pp.Resolvable = false
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c.Spawn(&pp)
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}
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}
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if !walking {
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p.Animate(Stand)
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}
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for _, event := range c.Events {
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switch ec := event.(type) {
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case *gg.KeyDown:
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switch {
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case ec.Key == gg.KeyB:
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if p.Layer != PlayerL {
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p.Layer = PlayerL
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} else {
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p.Layer = HighestL
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}
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}
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case *gg.MouseMove:
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if !c.IsButtoned(gg.MouseButtonRight) {
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break
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}
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c.Camera.Move(ec.Abs)
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case *gg.WheelChange:
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c.Camera.AddScale(gg.V2(
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ec.Offset.Y * dt * p.ScaleSpeed * 40,
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))
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}}
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}
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func (p *Player) GetCollisionInterest() []gg.CollisionType {
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return []gg.CollisionType{
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gg.CollisionStaticPhysics,
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}
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}
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func (p *Player) Resolve(c *Context) {
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col := c.Collisions[0]
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if !p.Spawned && false {
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fmt.Printf(
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"frame[%d]: the col[0] len(%d): %T, %T, %d %d\n",
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c.Frame(), len(c.Collisions), col.What, col.With, len(col.Crosses), len(col.Points),
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)
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}
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for _, col := range c.Collisions {switch col.Type{
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case gg.CollisionStaticPhysics :
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LOOP:
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for {
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p.Move(gg.Y(-1))
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_, collides := gg.Collide(p, col.With)
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if !collides {
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break LOOP
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}
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}
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}}
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}
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