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groovy/examples/splashmenu/scenes/controller.go

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package splashmenu
import (
"bytes"
"cosmos/diego/groovy"
splashmenu "cosmos/diego/groovy/examples/splashmenu/fonts"
"fmt"
"image"
"image/color"
"log"
"math"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/text"
"github.com/hajimehoshi/ebiten/v2/vector"
_ "embed"
)
const (
FORCE_GRAVITY = 0
FORCE_ATTACK = 1
FORCE_ENVIRONMENT = 2
MAX_FLOOR_POS = 720 - 50
HERO_WIDTH = 20
HERO_HEIGHT = HERO_WIDTH
//initial thrust
MAX_JUMP_HEIGHT = -150 //pixels
TIME_TO_APEX = 20.0 // in frame counts (60fps means this value is 1/60 seconds)
JUMP_DURATION = TIME_TO_APEX * 2.0
GRAVITY_VECTOR = -2.0 * MAX_JUMP_HEIGHT / (TIME_TO_APEX * TIME_TO_APEX)
INITIAL_JUMP_VELOCITY = -GRAVITY_VECTOR * TIME_TO_APEX
//weighted drop
TIME_TO_APEX2 = 17.0 // in frame counts (60fps means this value is 1/60 seconds)
GRAVITY_VECTOR2 = -2.0 * MAX_JUMP_HEIGHT / (TIME_TO_APEX2 * TIME_TO_APEX2)
INITIAL_DROP_VELOCITY = -GRAVITY_VECTOR2 * TIME_TO_APEX2
//run animation ramp up
TOP_SPEED = 20
TIME_TO_TOP_SPEED = 6 //in frames
VELOCITY_VECTOR = 2 * TOP_SPEED / (TIME_TO_TOP_SPEED * TIME_TO_TOP_SPEED)
//decel animation ramp down
TIME_TO_STOP = 5 //in frames
//attacking stats
MAX_HERO_ATTACK_DURATION = 22 //in frames
TOTAL_ATTACK_ANIMATION_IMAGES = 8
FRAMES_PER_ATTACK_SLIDE = MAX_HERO_ATTACK_DURATION / TOTAL_ATTACK_ANIMATION_IMAGES
SENSITIVITY = 0.15
)
var (
whiteImage = ebiten.NewImage(3, 3)
whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
//go:embed assets/slash.png
slashImg_png []byte
//go:embed assets/slashright.png
slashRightImg_png []byte
//go:embed assets/forest.png
forestImg_png []byte
slashImgHeight = 60
slashImgCellsWidth = 72
//slashImgCells = 8
//slashImgDimensions = groovy.Area{Width: 576, Height: slashImgHeight}
slashImage = ebiten.NewImage(576, slashImgHeight)
slashRightImage = ebiten.NewImage(576, slashImgHeight)
forestImage = ebiten.NewImage(1280, 720)
//slashRenderTarget = ebiten.NewImage(slashImgCellsWidth, slashImgHeight)
slowmo = false
)
func init() {
// Decode an image from the image file's byte slice.
img, _, err := image.Decode(bytes.NewReader(slashImg_png))
if err != nil {
log.Fatal(err)
}
slashImage = ebiten.NewImageFromImage(img)
img, _, err = image.Decode(bytes.NewReader(slashRightImg_png))
if err != nil {
log.Fatal(err)
}
slashRightImage = ebiten.NewImageFromImage(img)
img, _, err = image.Decode(bytes.NewReader(forestImg_png))
if err != nil {
log.Fatal(err)
}
forestImage = ebiten.NewImageFromImage(img)
}
type vec struct {
x float32
y float32
}
type impulse struct {
f vec
timeleft int
}
type forceType uint32
type MyChar struct {
posX int16
posY int16
mass float32 //g
//acceleration
aX float32
aY float32
jumptime int
jumping bool
leftRamptime int
runningLeft bool
rightRamptime int
runningRight bool
runningStopFrame int
attacking bool
attacktime int
facingLeft bool
}
type force struct {
vector vec
ftype forceType
}
func (v *vec) Size() float32 {
return float32(math.Sqrt(float64(v.x*v.x + v.y*v.y)))
}
type SplashPad struct {
increment int
Dimensions groovy.Area
events map[groovy.SceneEvent]func()
gamepadIDs map[ebiten.GamepadID]struct{}
globalForces []force
hero MyChar
heroImpulse impulse
jumping bool
jumptimer int
controller bool
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}
func NewSplashPad() SplashPad {
h := MyChar{
posX: 640,
posY: MAX_FLOOR_POS,
mass: 80000,
aX: 0,
aY: 0,
jumptime: 0,
jumping: false,
leftRamptime: 0,
runningLeft: false,
rightRamptime: 0,
runningRight: false,
runningStopFrame: 0,
attacking: false,
attacktime: 0,
facingLeft: false,
}
s := SplashPad{
increment: 0,
events: make(map[groovy.SceneEvent]func()),
gamepadIDs: make(map[ebiten.GamepadID]struct{}),
hero: h,
jumping: false,
jumptimer: 0,
controller: false,
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}
gravity := &force{}
gravity.vector = vec{x: 0, y: 9.8}
gravity.ftype = FORCE_GRAVITY
s.globalForces = append(s.globalForces, *gravity)
s.heroImpulse = impulse{f: vec{x: 0, y: 0}, timeleft: 0}
whiteImage.Fill(color.White)
log.Println("hero.PosY, prev.impulse.Y, impulse.Y, inc, netFy, timer")
return s
}
func (s *SplashPad) Draw(screen *ebiten.Image) {
s.DrawBackground(screen)
s.DrawController(screen)
s.DrawHero(screen)
if slowmo && s.increment/60%2 == 0 {
text.Draw(screen, " slow mo ", splashmenu.SplashFont.BigTitle, s.Dimensions.Width/2-140, 80, color.White)
}
}
func (s *SplashPad) Update() error {
var keys []ebiten.Key
keys = inpututil.AppendJustPressedKeys(keys[:0])
for _, k := range keys {
if k == ebiten.Key9 {
slowmo = !slowmo
}
}
s.increment++
keys = inpututil.AppendJustPressedKeys(keys[:0])
for _, k := range keys {
if k == ebiten.KeyB {
s.hero.posX = int16(s.Dimensions.Width) / 2
s.hero.posY = MAX_FLOOR_POS
}
}
s.doThePhysics()
if s.hero.jumping && s.hero.jumptime < JUMP_DURATION {
s.hero.jumptime++
} else if s.hero.posY >= MAX_FLOOR_POS {
s.hero.posY = MAX_FLOOR_POS
s.heroImpulse.f.y = 0.0
s.hero.jumptime = 0
s.hero.jumping = false
}
//check for user input to transition scene
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
if s.events[groovy.COMPLETED] != nil {
s.events[groovy.COMPLETED]()
}
}
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return nil
}
func (s *SplashPad) SetEventHandler(event groovy.SceneEvent, f func()) {
s.events[event] = f
}
func (s *SplashPad) SetDimensions(a groovy.Area) {
s.Dimensions = a
}
func (s *SplashPad) DrawController(screen *ebiten.Image) {
const radInner = 20
const radOuter = 25
const maxOffset = radOuter - radInner
const padding = 20
//leftOriginX := float32(s.Dimensions.Width/2.0) - 1.75*radOuter
//leftOriginY := float32(s.Dimensions.Width / 2.0)
leftOriginX := float32(s.Dimensions.Width - 3*(2*radOuter) - padding)
leftOriginY := float32((2 * radOuter) - padding)
leftXOffset := float32(ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisLeftStickHorizontal) * maxOffset)
leftYOffset := float32(ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisLeftStickVertical) * maxOffset)
vector.DrawFilledCircle(screen, leftOriginX, leftOriginY, radOuter, color.White, true)
vector.DrawFilledCircle(screen, leftOriginX+leftXOffset, leftOriginY+leftYOffset, radInner, color.Black, true)
vector.DrawFilledCircle(screen, leftOriginX+leftXOffset, leftOriginY+leftYOffset, radInner-5, color.White, true)
vector.DrawFilledCircle(screen, leftOriginX+leftXOffset, leftOriginY+leftYOffset, radInner-8, color.RGBA{0xff, 0x5c, 0x5c, 0xff}, true)
//rightOriginX := float32(s.Dimensions.Width/2.0) + 1.75*radOuter
//rightOriginY := float32(s.Dimensions.Width / 2.0)
rightOriginX := float32(s.Dimensions.Width - 2*(2*radOuter))
rightOriginY := float32((2 * radOuter) - padding)
rightXOffset := float32(ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal) * maxOffset)
rightYOffset := float32(ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical) * maxOffset)
vector.DrawFilledCircle(screen, rightOriginX, rightOriginY, radOuter, color.White, true)
vector.DrawFilledCircle(screen, rightOriginX+rightXOffset, rightOriginY+rightYOffset, radInner, color.Black, true)
vector.DrawFilledCircle(screen, rightOriginX+rightXOffset, rightOriginY+rightYOffset, radInner-5, color.White, true)
vector.DrawFilledCircle(screen, rightOriginX+rightXOffset, rightOriginY+rightYOffset, radInner-8, color.RGBA{0xff, 0x5c, 0x5c, 0xff}, true)
gpInput := ebiten.GamepadAxisValue(0, 0)
text.Draw(screen, fmt.Sprintf("%1.02f", gpInput), splashmenu.SplashFont.Menu, 20, 20, color.White)
}
func (s *SplashPad) DrawBackground(screen *ebiten.Image) {
screen.DrawImage(forestImage, nil)
}
func (s *SplashPad) DrawHero(screen *ebiten.Image) {
var path vector.Path
//set up origin and boundaries
x0 := float32(s.hero.posX)
y0 := float32(s.hero.posY)
xd := float32(HERO_WIDTH / 2.0)
yd := float32(HERO_WIDTH / 2.0)
//connect the dots
path.MoveTo(x0-xd, y0-yd)
path.LineTo(x0+xd, y0-yd)
path.LineTo(x0+xd, y0+yd)
path.LineTo(x0-xd, y0+yd)
path.LineTo(x0-xd, y0+yd)
path.Close()
//fill time
var vs []ebiten.Vertex
var is []uint16
vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
for i := range vs {
vs[i].SrcX = 1
vs[i].SrcY = 1
vs[i].ColorR = float32(0xff) / 0xFF
vs[i].ColorG = float32(0x00) / 0xFF
vs[i].ColorB = float32(0x00) / 0xFF
vs[i].ColorA = 1
}
//op := &ebiten.DrawTrianglesOptions{}
screen.DrawTriangles(vs, is, whiteSubImage, nil)
op := &ebiten.DrawImageOptions{}
//handle attacking animation
if s.hero.attacking {
i := (s.hero.attacktime / FRAMES_PER_ATTACK_SLIDE)
if s.hero.facingLeft {
op.GeoM.Translate(float64(s.hero.posX-int16(slashImgCellsWidth)/2-13), float64(s.hero.posY-HERO_HEIGHT/2-5))
dx := i * slashImgCellsWidth
screen.DrawImage(slashImage.SubImage(image.Rect(dx, 0, dx+slashImgCellsWidth, slashImgHeight)).(*ebiten.Image), op)
} else {
op.GeoM.Translate(float64(s.hero.posX-24), float64(s.hero.posY-HERO_HEIGHT/2-5))
dx := slashImgCellsWidth*TOTAL_ATTACK_ANIMATION_IMAGES - i*slashImgCellsWidth
screen.DrawImage(slashRightImage.SubImage(image.Rect(dx, 0, dx+slashImgCellsWidth, slashImgHeight)).(*ebiten.Image), op)
}
}
if s.hero.jumping {
text.Draw(screen, "hup!", splashmenu.SplashFont.Splash, int(s.hero.posX), int(s.hero.posY)-HERO_HEIGHT, color.White)
}
}
func (s *SplashPad) doThePhysics() {
var netFx float32 = 0
var netFy float32 = 0
for _, i := range s.globalForces {
netFx = netFx + i.vector.x
netFy = netFy + i.vector.y
}
//HANDLE JUMPING
s.handleJumping()
//HANDLE LEFT/RIGHT MOVEMENT
s.handleLeftMovement()
s.handleRightMovement()
//HANDLE ATTACK
s.handleAttack()
//if s.hero.ramptime < TIME_TO_STOP {
// s.hero.posX = s.hero.posX - (VELOCITY_VECTOR * s.hero.ramptime)
//} else if s.hero.ramptime >= TIME_TO_TOP_SPEED {
// s.hero.posX = s.hero.posX - TOP_SPEED
//}
//
//HANDLE FLOOR COLLISION CHECK
if s.hero.posY > MAX_FLOOR_POS {
s.hero.posY = MAX_FLOOR_POS
}
}
func (s *SplashPad) handleAttack() {
maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(0))
for b := ebiten.GamepadButton(0); b < maxButton; b++ {
if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton0) {
s.hero.attacking = true
}
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
s.hero.attacking = true
}
if s.hero.attacking {
s.hero.attacktime++
if s.hero.attacktime < MAX_HERO_ATTACK_DURATION {
} else {
s.hero.attacking = false
s.hero.attacktime = 0
}
}
}
func (s *SplashPad) handleJumping() {
maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(0))
for b := ebiten.GamepadButton(0); b < maxButton; b++ {
if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton1) {
if !s.hero.jumping {
s.hero.jumptime = 0
s.hero.jumping = true
}
}
}
if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
if !s.hero.jumping {
s.hero.jumptime = 0
s.hero.jumping = true
}
}
if s.hero.jumping {
//asymmetric jump to simulate additional character weight
if s.hero.jumptime < TIME_TO_APEX {
t2 := float32((s.hero.jumptime * s.hero.jumptime))
s.hero.posY = int16(0.5*GRAVITY_VECTOR*t2 + INITIAL_JUMP_VELOCITY*float32(s.hero.jumptime) + MAX_FLOOR_POS)
} else {
t2 := float32((s.hero.jumptime * s.hero.jumptime))
s.hero.posY = int16(0.5*GRAVITY_VECTOR2*t2 + INITIAL_DROP_VELOCITY*float32(s.hero.jumptime) + MAX_FLOOR_POS)
}
}
}
func (s *SplashPad) handleLeftMovement() {
var keys []ebiten.Key
keys = inpututil.AppendPressedKeys(keys[:0])
for _, pressed := range keys {
if pressed == ebiten.KeyA {
s.hero.leftRamptime++
s.hero.runningLeft = true
log.Println(" a engaged")
s.hero.facingLeft = true
}
}
keys = inpututil.AppendJustReleasedKeys(keys[:0])
for _, pressed := range keys {
if pressed == ebiten.KeyA {
s.hero.runningLeft = false
s.hero.runningStopFrame = s.increment
log.Println(" a released")
}
}
if ebiten.GamepadAxisValue(0, 0) <= -SENSITIVITY {
s.hero.leftRamptime++
s.hero.runningLeft = true
log.Println(" left gamepad engaged")
s.hero.facingLeft = true
s.controller = true
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}
if s.controller {
if -SENSITIVITY < ebiten.GamepadAxisValue(0, 0) && ebiten.GamepadAxisValue(0, 0) < SENSITIVITY {
s.hero.runningLeft = false
if s.hero.runningStopFrame > 0 {
s.hero.runningStopFrame = s.increment
log.Println(" left gamepad released")
s.controller = false
}
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}
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}
//if running, need to update their position
var offset = 0
if s.hero.runningLeft {
if s.hero.leftRamptime < TIME_TO_TOP_SPEED {
offset = s.hero.leftRamptime * s.hero.leftRamptime
} else {
offset = TOP_SPEED
}
}
////we've let go, time to decel
//if !s.hero.runningLeft && s.hero.leftRamptime < {
// s.hero.posX = s.hero.posX
//}
if s.hero.runningStopFrame > 0 {
if s.increment-s.hero.runningStopFrame < TIME_TO_STOP {
scaler := float32(TOP_SPEED) / float32(TIME_TO_STOP*TIME_TO_STOP)
deltaT := float32(s.increment - s.hero.runningStopFrame)
offset = TOP_SPEED - int(scaler*deltaT)
offset = int(math.Max(0, float64(offset))) //should not be less than zero, otherwise player would move wrong way ??
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log.Printf(" stopping (%d,%d)...", s.hero.posX, s.hero.posY)
} else {
s.hero.runningStopFrame = 0
s.hero.leftRamptime = 0
}
}
s.hero.posX = s.hero.posX - int16(offset)
}
func (s *SplashPad) handleRightMovement() {
var keys []ebiten.Key
keys = inpututil.AppendPressedKeys(keys[:0])
for _, pressed := range keys {
if pressed == ebiten.KeyD {
s.hero.rightRamptime++
s.hero.runningRight = true
log.Println(" d engaged")
s.hero.facingLeft = false
}
}
keys = inpututil.AppendJustReleasedKeys(keys[:0])
for _, pressed := range keys {
if pressed == ebiten.KeyD {
s.hero.runningRight = false
log.Println(" d released")
}
}
if ebiten.GamepadAxisValue(0, 0) >= SENSITIVITY {
s.hero.rightRamptime++
s.hero.runningRight = true
log.Println(" right gamepad engaged")
s.hero.facingLeft = false
s.controller = true
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}
if s.controller {
if -SENSITIVITY < ebiten.GamepadAxisValue(0, 0) && ebiten.GamepadAxisValue(0, 0) < SENSITIVITY {
s.hero.runningRight = false
if s.hero.runningStopFrame > 0 {
s.hero.runningStopFrame = s.increment
log.Println(" right gamepad released")
s.controller = false
}
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}
}
//if running, need to update their position
var offset = 0
if s.hero.runningRight {
if s.hero.rightRamptime < TIME_TO_TOP_SPEED {
offset = s.hero.rightRamptime * s.hero.rightRamptime
} else {
offset = TOP_SPEED
}
s.hero.posX = s.hero.posX + int16(offset)
}
}