New scene examples added.
This commit is contained in:
563
examples/splashmenu/scenes/controller.go
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563
examples/splashmenu/scenes/controller.go
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@@ -0,0 +1,563 @@
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package splashmenu
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import (
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"bytes"
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"cosmos/diego/groovy"
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splashmenu "cosmos/diego/groovy/examples/splashmenu/fonts"
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"fmt"
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"image"
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"image/color"
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"log"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/text"
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"github.com/hajimehoshi/ebiten/v2/vector"
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_ "embed"
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)
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const (
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FORCE_GRAVITY = 0
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FORCE_ATTACK = 1
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FORCE_ENVIRONMENT = 2
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MAX_FLOOR_POS = 720 - 50
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HERO_WIDTH = 20
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HERO_HEIGHT = HERO_WIDTH
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//initial thrust
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MAX_JUMP_HEIGHT = -150 //pixels
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TIME_TO_APEX = 20.0 // in frame counts (60fps means this value is 1/60 seconds)
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JUMP_DURATION = TIME_TO_APEX * 2.0
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GRAVITY_VECTOR = -2.0 * MAX_JUMP_HEIGHT / (TIME_TO_APEX * TIME_TO_APEX)
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INITIAL_JUMP_VELOCITY = -GRAVITY_VECTOR * TIME_TO_APEX
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//weighted drop
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TIME_TO_APEX2 = 17.0 // in frame counts (60fps means this value is 1/60 seconds)
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GRAVITY_VECTOR2 = -2.0 * MAX_JUMP_HEIGHT / (TIME_TO_APEX2 * TIME_TO_APEX2)
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INITIAL_DROP_VELOCITY = -GRAVITY_VECTOR2 * TIME_TO_APEX2
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//run animation ramp up
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TOP_SPEED = 20
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TIME_TO_TOP_SPEED = 6 //in frames
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VELOCITY_VECTOR = 2 * TOP_SPEED / (TIME_TO_TOP_SPEED * TIME_TO_TOP_SPEED)
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//decel animation ramp down
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TIME_TO_STOP = 5 //in frames
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//attacking stats
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MAX_HERO_ATTACK_DURATION = 22 //in frames
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TOTAL_ATTACK_ANIMATION_IMAGES = 8
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FRAMES_PER_ATTACK_SLIDE = MAX_HERO_ATTACK_DURATION / TOTAL_ATTACK_ANIMATION_IMAGES
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SENSITIVITY = 0.15
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)
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var (
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whiteImage = ebiten.NewImage(3, 3)
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whiteSubImage = whiteImage.SubImage(image.Rect(1, 1, 2, 2)).(*ebiten.Image)
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//go:embed assets/slash.png
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slashImg_png []byte
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//go:embed assets/slashright.png
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slashRightImg_png []byte
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//go:embed assets/forest.png
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forestImg_png []byte
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slashImgHeight = 60
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slashImgCellsWidth = 72
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//slashImgCells = 8
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//slashImgDimensions = groovy.Area{Width: 576, Height: slashImgHeight}
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slashImage = ebiten.NewImage(576, slashImgHeight)
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slashRightImage = ebiten.NewImage(576, slashImgHeight)
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forestImage = ebiten.NewImage(1280, 720)
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//slashRenderTarget = ebiten.NewImage(slashImgCellsWidth, slashImgHeight)
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slowmo = false
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)
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func init() {
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// Decode an image from the image file's byte slice.
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img, _, err := image.Decode(bytes.NewReader(slashImg_png))
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if err != nil {
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log.Fatal(err)
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}
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slashImage = ebiten.NewImageFromImage(img)
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img, _, err = image.Decode(bytes.NewReader(slashRightImg_png))
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if err != nil {
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log.Fatal(err)
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}
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slashRightImage = ebiten.NewImageFromImage(img)
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img, _, err = image.Decode(bytes.NewReader(forestImg_png))
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if err != nil {
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log.Fatal(err)
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}
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forestImage = ebiten.NewImageFromImage(img)
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}
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type vec struct {
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x float32
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y float32
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}
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type impulse struct {
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f vec
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timeleft int
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}
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type forceType uint32
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type MyChar struct {
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posX int16
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posY int16
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mass float32 //g
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//acceleration
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aX float32
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aY float32
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jumptime int
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jumping bool
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leftRamptime int
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runningLeft bool
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rightRamptime int
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runningRight bool
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runningStopFrame int
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attacking bool
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attacktime int
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facingLeft bool
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}
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type force struct {
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vector vec
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ftype forceType
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}
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func (v *vec) Size() float32 {
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return float32(math.Sqrt(float64(v.x*v.x + v.y*v.y)))
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}
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type SplashPad struct {
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increment int
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Dimensions groovy.Area
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events map[groovy.SceneEvent]func()
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gamepadIDs map[ebiten.GamepadID]struct{}
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globalForces []force
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hero MyChar
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heroImpulse impulse
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jumping bool
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jumptimer int
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}
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func NewSplashPad() SplashPad {
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h := MyChar{
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posX: 640,
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posY: MAX_FLOOR_POS,
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mass: 80000,
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aX: 0,
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aY: 0,
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jumptime: 0,
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jumping: false,
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leftRamptime: 0,
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runningLeft: false,
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rightRamptime: 0,
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runningRight: false,
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runningStopFrame: 0,
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attacking: false,
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attacktime: 0,
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facingLeft: false,
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}
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s := SplashPad{
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increment: 0,
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events: make(map[groovy.SceneEvent]func()),
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gamepadIDs: make(map[ebiten.GamepadID]struct{}),
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hero: h,
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jumping: false,
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jumptimer: 0,
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}
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gravity := &force{}
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gravity.vector = vec{x: 0, y: 9.8}
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gravity.ftype = FORCE_GRAVITY
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s.globalForces = append(s.globalForces, *gravity)
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s.heroImpulse = impulse{f: vec{x: 0, y: 0}, timeleft: 0}
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whiteImage.Fill(color.White)
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log.Println("hero.PosY, prev.impulse.Y, impulse.Y, inc, netFy, timer")
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return s
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}
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func (s *SplashPad) Draw(screen *ebiten.Image) {
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s.DrawBackground(screen)
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s.DrawController(screen)
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s.DrawHero(screen)
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if slowmo && s.increment/60%2 == 0 {
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text.Draw(screen, " slow mo ", splashmenu.SplashFont.BigTitle, s.Dimensions.Width/2-140, 80, color.White)
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}
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}
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func (s *SplashPad) Update() error {
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var keys []ebiten.Key
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keys = inpututil.AppendJustPressedKeys(keys[:0])
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for _, k := range keys {
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if k == ebiten.Key9 {
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slowmo = !slowmo
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}
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}
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s.increment++
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keys = inpututil.AppendJustPressedKeys(keys[:0])
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for _, k := range keys {
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if k == ebiten.KeyB {
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s.hero.posX = int16(s.Dimensions.Width) / 2
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s.hero.posY = MAX_FLOOR_POS
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}
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}
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s.doThePhysics()
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if s.hero.jumping && s.hero.jumptime < JUMP_DURATION {
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s.hero.jumptime++
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} else if s.hero.posY >= MAX_FLOOR_POS {
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s.hero.posY = MAX_FLOOR_POS
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s.heroImpulse.f.y = 0.0
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s.hero.jumptime = 0
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s.hero.jumping = false
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}
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return nil
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}
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func (s *SplashPad) SetEventHandler(event groovy.SceneEvent, f func()) {
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s.events[event] = f
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}
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func (s *SplashPad) SetDimensions(a groovy.Area) {
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s.Dimensions = a
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}
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func (s *SplashPad) DrawController(screen *ebiten.Image) {
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const radInner = 20
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const radOuter = 25
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const maxOffset = radOuter - radInner
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const padding = 20
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//leftOriginX := float32(s.Dimensions.Width/2.0) - 1.75*radOuter
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//leftOriginY := float32(s.Dimensions.Width / 2.0)
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leftOriginX := float32(s.Dimensions.Width - 3*(2*radOuter) - padding)
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leftOriginY := float32((2 * radOuter) - padding)
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leftXOffset := float32(ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisLeftStickHorizontal) * maxOffset)
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leftYOffset := float32(ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisLeftStickVertical) * maxOffset)
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vector.DrawFilledCircle(screen, leftOriginX, leftOriginY, radOuter, color.White, true)
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vector.DrawFilledCircle(screen, leftOriginX+leftXOffset, leftOriginY+leftYOffset, radInner, color.Black, true)
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vector.DrawFilledCircle(screen, leftOriginX+leftXOffset, leftOriginY+leftYOffset, radInner-5, color.White, true)
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vector.DrawFilledCircle(screen, leftOriginX+leftXOffset, leftOriginY+leftYOffset, radInner-8, color.RGBA{0xff, 0x5c, 0x5c, 0xff}, true)
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//rightOriginX := float32(s.Dimensions.Width/2.0) + 1.75*radOuter
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//rightOriginY := float32(s.Dimensions.Width / 2.0)
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rightOriginX := float32(s.Dimensions.Width - 2*(2*radOuter))
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rightOriginY := float32((2 * radOuter) - padding)
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rightXOffset := float32(ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal) * maxOffset)
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rightYOffset := float32(ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical) * maxOffset)
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vector.DrawFilledCircle(screen, rightOriginX, rightOriginY, radOuter, color.White, true)
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vector.DrawFilledCircle(screen, rightOriginX+rightXOffset, rightOriginY+rightYOffset, radInner, color.Black, true)
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vector.DrawFilledCircle(screen, rightOriginX+rightXOffset, rightOriginY+rightYOffset, radInner-5, color.White, true)
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vector.DrawFilledCircle(screen, rightOriginX+rightXOffset, rightOriginY+rightYOffset, radInner-8, color.RGBA{0xff, 0x5c, 0x5c, 0xff}, true)
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gpInput := ebiten.GamepadAxisValue(0, 0)
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text.Draw(screen, fmt.Sprintf("%1.02f", gpInput), splashmenu.SplashFont.Menu, 20, 20, color.White)
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}
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func (s *SplashPad) DrawBackground(screen *ebiten.Image) {
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screen.DrawImage(forestImage, nil)
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}
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func (s *SplashPad) DrawHero(screen *ebiten.Image) {
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var path vector.Path
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//set up origin and boundaries
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x0 := float32(s.hero.posX)
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y0 := float32(s.hero.posY)
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xd := float32(HERO_WIDTH / 2.0)
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yd := float32(HERO_WIDTH / 2.0)
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//connect the dots
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path.MoveTo(x0-xd, y0-yd)
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path.LineTo(x0+xd, y0-yd)
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path.LineTo(x0+xd, y0+yd)
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path.LineTo(x0-xd, y0+yd)
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path.LineTo(x0-xd, y0+yd)
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path.Close()
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//fill time
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var vs []ebiten.Vertex
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var is []uint16
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vs, is = path.AppendVerticesAndIndicesForFilling(nil, nil)
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for i := range vs {
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vs[i].SrcX = 1
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vs[i].SrcY = 1
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vs[i].ColorR = float32(0xff) / 0xFF
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vs[i].ColorG = float32(0x00) / 0xFF
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vs[i].ColorB = float32(0x00) / 0xFF
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vs[i].ColorA = 1
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}
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//op := &ebiten.DrawTrianglesOptions{}
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screen.DrawTriangles(vs, is, whiteSubImage, nil)
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op := &ebiten.DrawImageOptions{}
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//handle attacking animation
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if s.hero.attacking {
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i := (s.hero.attacktime / FRAMES_PER_ATTACK_SLIDE)
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if s.hero.facingLeft {
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op.GeoM.Translate(float64(s.hero.posX-int16(slashImgCellsWidth)/2-13), float64(s.hero.posY-HERO_HEIGHT/2-5))
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dx := i * slashImgCellsWidth
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screen.DrawImage(slashImage.SubImage(image.Rect(dx, 0, dx+slashImgCellsWidth, slashImgHeight)).(*ebiten.Image), op)
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} else {
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op.GeoM.Translate(float64(s.hero.posX-24), float64(s.hero.posY-HERO_HEIGHT/2-5))
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dx := slashImgCellsWidth*TOTAL_ATTACK_ANIMATION_IMAGES - i*slashImgCellsWidth
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screen.DrawImage(slashRightImage.SubImage(image.Rect(dx, 0, dx+slashImgCellsWidth, slashImgHeight)).(*ebiten.Image), op)
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}
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}
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if s.hero.jumping {
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text.Draw(screen, "hup!", splashmenu.SplashFont.Splash, int(s.hero.posX), int(s.hero.posY)-HERO_HEIGHT, color.White)
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}
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}
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func (s *SplashPad) doThePhysics() {
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var netFx float32 = 0
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var netFy float32 = 0
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for _, i := range s.globalForces {
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netFx = netFx + i.vector.x
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netFy = netFy + i.vector.y
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}
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//HANDLE JUMPING
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s.handleJumping()
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//HANDLE LEFT/RIGHT MOVEMENT
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s.handleLeftMovement()
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s.handleRightMovement()
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//HANDLE ATTACK
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s.handleAttack()
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//if s.hero.ramptime < TIME_TO_STOP {
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// s.hero.posX = s.hero.posX - (VELOCITY_VECTOR * s.hero.ramptime)
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//} else if s.hero.ramptime >= TIME_TO_TOP_SPEED {
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// s.hero.posX = s.hero.posX - TOP_SPEED
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//}
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//
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//HANDLE FLOOR COLLISION CHECK
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if s.hero.posY > MAX_FLOOR_POS {
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s.hero.posY = MAX_FLOOR_POS
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}
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}
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func (s *SplashPad) handleAttack() {
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maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(0))
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for b := ebiten.GamepadButton(0); b < maxButton; b++ {
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton0) {
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s.hero.attacking = true
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}
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}
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
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s.hero.attacking = true
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}
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if s.hero.attacking {
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s.hero.attacktime++
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if s.hero.attacktime < MAX_HERO_ATTACK_DURATION {
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} else {
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s.hero.attacking = false
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s.hero.attacktime = 0
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}
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}
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}
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func (s *SplashPad) handleJumping() {
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maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(0))
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for b := ebiten.GamepadButton(0); b < maxButton; b++ {
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton1) {
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if !s.hero.jumping {
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s.hero.jumptime = 0
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s.hero.jumping = true
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}
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}
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}
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
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if !s.hero.jumping {
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s.hero.jumptime = 0
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s.hero.jumping = true
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}
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}
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if s.hero.jumping {
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//asymmetric jump to simulate additional character weight
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if s.hero.jumptime < TIME_TO_APEX {
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t2 := float32((s.hero.jumptime * s.hero.jumptime))
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s.hero.posY = int16(0.5*GRAVITY_VECTOR*t2 + INITIAL_JUMP_VELOCITY*float32(s.hero.jumptime) + MAX_FLOOR_POS)
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} else {
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t2 := float32((s.hero.jumptime * s.hero.jumptime))
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s.hero.posY = int16(0.5*GRAVITY_VECTOR2*t2 + INITIAL_DROP_VELOCITY*float32(s.hero.jumptime) + MAX_FLOOR_POS)
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}
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}
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}
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func (s *SplashPad) handleLeftMovement() {
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var keys []ebiten.Key
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keys = inpututil.AppendPressedKeys(keys[:0])
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for _, pressed := range keys {
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if pressed == ebiten.KeyA {
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s.hero.leftRamptime++
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s.hero.runningLeft = true
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log.Println(" a engaged")
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s.hero.facingLeft = true
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}
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}
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keys = inpututil.AppendJustReleasedKeys(keys[:0])
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for _, pressed := range keys {
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if pressed == ebiten.KeyA {
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s.hero.runningLeft = false
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s.hero.runningStopFrame = s.increment
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log.Println(" a released")
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}
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}
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|
||||
if ebiten.GamepadAxisValue(0, 0) <= -SENSITIVITY {
|
||||
s.hero.leftRamptime++
|
||||
s.hero.runningLeft = true
|
||||
log.Println(" left gamepad engaged")
|
||||
s.hero.facingLeft = true
|
||||
}
|
||||
|
||||
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")
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//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 = max(0, offset) //should not be less than zero, otherwise player would move wrong way ??
|
||||
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
|
||||
}
|
||||
|
||||
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")
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//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)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user