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player.go
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player.go
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package main
import (
// "fmt"
"github.com/veandco/go-sdl2/sdl"
)
type Player struct {
previousPos Position
currentPos Position
drawPos Position
sprites []Sprite
renderer *sdl.Renderer
camera *Camera
level *Level
running bool
jumping bool
w int32
h int32
direction int
}
func Init_player(spr *SpriteManager, renderer *sdl.Renderer,
level *Level, camera *Camera) Player {
sprites := []Sprite{spr.GetSprite("player_anim_0"),
spr.GetSprite("player_anim_1"),
spr.GetSprite("player_anim_2")}
pos := Init_pos(50, 50,
int32(level.DimX())-SCALE*sprites[0].W,
int32(level.DimY())-SCALE*sprites[0].H)
return Player{pos, pos, pos, sprites, renderer, camera, level, false, true,
sprites[0].W * SCALE, sprites[0].H * SCALE, DIRECTION_RIGHT}
}
func (p *Player) Draw() {
var i int
if p.running {
i = int((sdl.GetTicks() / 150) % 4)
if i == 3 {
i = 1
}
} else {
i = 0
}
if p.jumping {
i = 2
}
sprite := p.sprites[i]
X := p.drawPos.X() - p.camera.X()
Y := p.drawPos.Y() - p.camera.Y()
dstRec := sdl.Rect{X, Y, SCALE * sprite.Rect.W, SCALE * sprite.Rect.H}
var ret int
if p.direction == DIRECTION_RIGHT {
ret = p.renderer.Copy(sprite.Texture, sprite.Rect, &dstRec)
} else {
ret = p.renderer.CopyEx(sprite.Texture, sprite.Rect, &dstRec,
0, nil, sdl.FLIP_HORIZONTAL)
}
if ret != 0 {
SdlPanic()
}
}
func (p *Player) SetDirection(direction int) {
switch direction {
case DIRECTION_RIGHT:
p.running = true
p.currentPos.SetVelX(RUNSPEED)
p.direction = DIRECTION_RIGHT
break
case DIRECTION_LEFT:
p.running = true
p.currentPos.SetVelX(-RUNSPEED)
p.direction = DIRECTION_LEFT
break
case STOP:
p.currentPos.SetVelX(0)
p.running = false
break
}
}
func (p *Player) Jump() {
if !p.jumping {
p.currentPos.SetVelY(JUMPSPEED)
}
}
func (p *Player) Update() {
p.previousPos = p.currentPos
p.currentPos = p.previousPos.Update()
//collision handling
left_x_index := p.currentPos.X() / Tile_size
right_x_index := (p.currentPos.X() + p.w) / Tile_size
top_y_index := p.currentPos.Y() / Tile_size
bottom_y_index := (p.currentPos.Y() + p.h) / Tile_size
for i := top_y_index; i <= bottom_y_index; i++ {
for j := left_x_index; j <= right_x_index; j++ {
p.CollideX(i, j)
}
}
for i := top_y_index; i <= bottom_y_index; i++ {
for j := left_x_index; j <= right_x_index; j++ {
p.CollideY(i, j)
}
}
if p.IHitMyHead() {
p.currentPos.SetVelY(0)
}
if p.ILanded() {
p.currentPos.SetVelY(0)
p.jumping = false
} else {
p.jumping = true
}
}
func (p *Player) CollideX(i, j int32) {
if p.level.IsSolid(int(i), int(j)) {
x, _ := getMTV(
sdl.Rect{p.currentPos.X(), p.currentPos.Y(), p.w, p.h},
sdl.Rect{j * Tile_size, i * Tile_size, Tile_size, Tile_size})
if x != 0 {
p.currentPos.SetVelX(0)
}
p.currentPos.SetX(p.currentPos.X() + x)
}
}
func (p *Player) CollideY(i, j int32) {
if p.level.IsSolid(int(i), int(j)) {
_, y := getMTV(
sdl.Rect{p.currentPos.X(), p.currentPos.Y(), p.w, p.h},
sdl.Rect{j * Tile_size, i * Tile_size, Tile_size, Tile_size})
p.currentPos.SetY(p.currentPos.Y() + y)
}
}
func getMTV(p, t sdl.Rect) (x, y int32) {
//player completely out of the box
if (p.X+p.W < t.X) || (t.X+t.W < p.X) {
return 0, 0
}
if (p.Y+p.H < t.Y) || (t.Y+t.H < p.Y) {
return 0, 0
}
//player is inside the box
left_x := t.X - (p.X + p.W)
right_x := (t.X + t.W) - p.X
if left_x*left_x < right_x*right_x {
x = left_x
} else {
x = right_x
}
top_y := t.Y - (p.Y + p.H)
bottom_y := (t.Y + t.H) - p.Y
if top_y*top_y < bottom_y*bottom_y {
y = top_y
} else {
y = bottom_y
}
if x*x < y*y {
return x, 0
} else {
return 0, y
}
}
func (p *Player) Interpolate(alpha float64) {
p.drawPos = InterpolatePos(p.currentPos, p.previousPos, alpha)
}
func (p *Player) SetCamera() {
if p.drawPos.X() < HALF_SCREEN_WIDTH {
p.camera.SetX(0)
} else if int(p.drawPos.X()) > p.level.DimX()-HALF_SCREEN_WIDTH {
p.camera.SetX(int32(p.level.DimX() - SCREEN_WIDTH))
} else {
p.camera.SetX(p.drawPos.X() - HALF_SCREEN_WIDTH)
}
if p.drawPos.Y() < HALF_SCREEN_HEIGHT {
p.camera.SetY(0)
} else if int(p.drawPos.Y()) > p.level.DimY()-HALF_SCREEN_HEIGHT {
p.camera.SetY(int32(p.level.DimY() - SCREEN_HEIGHT))
} else {
p.camera.SetY(p.drawPos.Y() - HALF_SCREEN_HEIGHT)
}
}
func (p Player) SolidGround() bool {
return false
}
func (p Player) IHitMyHead() bool {
if p.currentPos.VelY() > 0 {
return false
}
j := int((p.currentPos.X() + 1) / Tile_size)
i := int((p.currentPos.Y() - 1) / Tile_size)
if p.level.IsSolid(i, j) {
return true
}
j = int((p.currentPos.X() + p.w - 1) / Tile_size)
if p.level.IsSolid(i, j) {
return true
}
return false
}
func (p Player) ILanded() bool {
if p.currentPos.VelY() < 0 {
return false
}
j := int((p.currentPos.X() + 1) / Tile_size)
i := int((p.currentPos.Y() + p.h + 1) / Tile_size)
if p.level.IsSolid(i, j) {
return true
}
j = int((p.currentPos.X() + p.w - 1) / Tile_size)
if p.level.IsSolid(i, j) {
return true
}
return false
}