Colliding Doodads #1
BIN
assets/wallpapers/test-128x128.png
Normal file
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assets/wallpapers/test-128x128.png
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After Width: | Height: | Size: 375 B |
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@ -16,11 +16,11 @@ var (
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***************/
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***************/
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// Debug overlay (FPS etc.) settings.
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// Debug overlay (FPS etc.) settings.
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DebugFontFilename = "./fonts/DejaVuSans-Bold.ttf"
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DebugFontFilename = "./fonts/DejaVuSans.ttf"
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DebugFontSize = 15
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DebugFontSize = 16
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DebugLabelColor = render.MustHexColor("#FF9900")
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DebugLabelColor = render.MustHexColor("#FF9900")
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DebugValueColor = render.MustHexColor("#00CCFF")
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DebugValueColor = render.MustHexColor("#00CCFF")
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DebugStrokeDarken int32 = 80
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DebugStrokeDarken = 80
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// Background color to use when exporting a drawing Chunk as a bitmap image
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// Background color to use when exporting a drawing Chunk as a bitmap image
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// on disk. Default is white. Setting this to translucent yellow is a great
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// on disk. Default is white. Setting this to translucent yellow is a great
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@ -16,6 +16,7 @@ var (
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// Player speeds
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// Player speeds
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PlayerMaxVelocity = 12
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PlayerMaxVelocity = 12
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PlayerAcceleration = 2 // pixels / second / second
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Gravity = 2
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Gravity = 2
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// Default chunk size for canvases.
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// Default chunk size for canvases.
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11
commands.go
11
commands.go
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@ -22,6 +22,17 @@ func (c Command) Run(d *Doodle) error {
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return nil
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return nil
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}
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}
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// Cheats :P
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if c.Raw == "unleash the beast" {
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if fpsDoNotCap {
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d.Flash("Reset frame rate throttle to factory default %d FPS", TargetFPS)
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} else {
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d.Flash("Unleashing as many frames as we can render!")
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}
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fpsDoNotCap = !fpsDoNotCap
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return nil
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}
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switch c.Command {
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switch c.Command {
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case "echo":
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case "echo":
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d.Flash(c.ArgsLiteral)
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d.Flash(c.ArgsLiteral)
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@ -14,6 +14,8 @@ type Actor interface {
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Position() render.Point
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Position() render.Point
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Velocity() render.Point
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Velocity() render.Point
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SetVelocity(render.Point)
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SetVelocity(render.Point)
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Acceleration() int
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SetAcceleration(int)
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Size() render.Rect
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Size() render.Rect
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Grounded() bool
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Grounded() bool
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SetGrounded(bool)
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SetGrounded(bool)
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@ -96,8 +96,15 @@ const (
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Right
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Right
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)
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)
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// CollidesWithGrid checks if a Doodad collides with level geometry.
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/*
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func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Collide, bool) {
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CollidesWithGrid checks if a Doodad collides with level geometry.
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The `target` is the point the actor wants to move to this tick.
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The `scroll` is the scroll offset of the canvas that is viewing the grid, so
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that collision geometry can be offset properly on screen.
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*/
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func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point, scroll render.Point) (*Collide, bool) {
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var (
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var (
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P = d.Position()
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P = d.Position()
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S = d.Size()
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S = d.Size()
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@ -109,14 +116,14 @@ func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Colli
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capHeight int32 // Stop vertical movement thru a ceiling
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capHeight int32 // Stop vertical movement thru a ceiling
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capLeft int32 // Stop movement thru a wall
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capLeft int32 // Stop movement thru a wall
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capRight int32
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capRight int32
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capFloor int32 // Stop movement thru the floor
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hitLeft bool // Has hit an obstacle on the left
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hitLeft bool // Has hit an obstacle on the left
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hitRight bool // or right
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hitRight bool // or right
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hitFloor bool
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hitFloor bool // or floor
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capFloor int32
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)
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)
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// Test all of the bounding boxes for a collision with level geometry.
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// Test all of the bounding boxes for a collision with level geometry.
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if ok := result.ScanBoundingBox(GetBoundingRect(d), grid); ok {
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if ok := result.ScanBoundingBox(GetBoundingRect(d).SubtractPoint(scroll), grid); ok {
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// We've already collided! Try to wiggle free.
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// We've already collided! Try to wiggle free.
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if result.Bottom {
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if result.Bottom {
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if !d.Grounded() {
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if !d.Grounded() {
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@ -190,7 +197,7 @@ func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Colli
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Y: point.Y,
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Y: point.Y,
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W: S.W,
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W: S.W,
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H: S.H,
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H: S.H,
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}, grid); has {
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}.SubtractPoint(scroll), grid); has {
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if result.Bottom {
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if result.Bottom {
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if !hitFloor {
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if !hitFloor {
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hitFloor = true
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hitFloor = true
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@ -12,6 +12,7 @@ type Drawing struct {
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id string
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id string
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point render.Point
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point render.Point
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velocity render.Point
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velocity render.Point
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accel int
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size render.Rect
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size render.Rect
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grounded bool
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grounded bool
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}
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}
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@ -49,6 +50,16 @@ func (d *Drawing) SetVelocity(v render.Point) {
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d.velocity = v
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d.velocity = v
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}
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}
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// Acceleration returns the Drawing's acceleration.
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func (d *Drawing) Acceleration() int {
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return d.accel
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}
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// SetAcceleration to set the acceleration.
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func (d *Drawing) SetAcceleration(v int) {
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d.accel = v
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}
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// Size returns the Drawing's size.
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// Size returns the Drawing's size.
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func (d *Drawing) Size() render.Rect {
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func (d *Drawing) Size() render.Rect {
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return d.size
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return d.size
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@ -15,7 +15,7 @@ import (
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const (
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const (
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// Version number.
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// Version number.
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Version = "0.0.1-alpha"
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Version = "0.0.7-alpha"
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// TargetFPS is the frame rate to cap the game to.
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// TargetFPS is the frame rate to cap the game to.
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TargetFPS = 1000 / 60 // 60 FPS
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TargetFPS = 1000 / 60 // 60 FPS
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@ -148,13 +148,15 @@ func (d *Doodle) Run() error {
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}
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}
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// Delay to maintain the target frames per second.
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// Delay to maintain the target frames per second.
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var delay uint32
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if !fpsDoNotCap {
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elapsed := time.Now().Sub(start)
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elapsed := time.Now().Sub(start)
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tmp := elapsed / time.Millisecond
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tmp := elapsed / time.Millisecond
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var delay uint32
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if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
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if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
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delay = uint32(TargetFPS - int(tmp))
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delay = uint32(TargetFPS - int(tmp))
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}
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}
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d.Engine.Delay(delay)
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d.Engine.Delay(delay)
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}
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// Track how long this frame took to measure FPS over time.
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// Track how long this frame took to measure FPS over time.
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d.TrackFPS(delay)
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d.TrackFPS(delay)
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10
fps.go
10
fps.go
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@ -33,6 +33,7 @@ var (
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fpsFrames int
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fpsFrames int
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fpsSkipped uint32
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fpsSkipped uint32
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fpsInterval uint32 = 1000
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fpsInterval uint32 = 1000
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fpsDoNotCap bool // remove the FPS delay cap in Main Loop
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// Custom labels for scenes to add to the debug overlay view.
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// Custom labels for scenes to add to the debug overlay view.
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customDebugLabels []debugLabel
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customDebugLabels []debugLabel
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@ -49,17 +50,22 @@ func (d *Doodle) DrawDebugOverlay() {
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return
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return
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}
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}
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var framesSkipped = fmt.Sprintf("(skip: %dms)", fpsSkipped)
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if fpsDoNotCap {
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framesSkipped = "uncapped"
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}
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var (
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var (
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darken = balance.DebugStrokeDarken
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darken = balance.DebugStrokeDarken
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Yoffset int32 = 20 // leave room for the menu bar
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Yoffset int32 = 20 // leave room for the menu bar
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Xoffset int32 = 5
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Xoffset int32 = 20
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keys = []string{
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keys = []string{
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"FPS:",
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"FPS:",
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"Scene:",
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"Scene:",
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"Mouse:",
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"Mouse:",
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}
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}
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values = []string{
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values = []string{
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fmt.Sprintf("%d (skip: %dms)", fpsCurrent, fpsSkipped),
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fmt.Sprintf("%d %s", fpsCurrent, framesSkipped),
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d.Scene.Name(),
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d.Scene.Name(),
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fmt.Sprintf("%d,%d", d.event.CursorX.Now, d.event.CursorY.Now),
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fmt.Sprintf("%d,%d", d.event.CursorX.Now, d.event.CursorY.Now),
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}
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}
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@ -173,7 +173,7 @@ func (s *PlayScene) movePlayer(ev *events.State) {
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// Apply gravity.
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// Apply gravity.
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// var onFloor bool
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// var onFloor bool
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info, ok := doodads.CollidesWithGrid(s.Player, s.Level.Chunker, delta)
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info, ok := doodads.CollidesWithGrid(s.Player, s.Level.Chunker, delta, s.drawing.Scroll)
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if ok {
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if ok {
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// Collision happened with world.
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// Collision happened with world.
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}
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}
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@ -156,15 +156,15 @@ func (c *Color) UnmarshalJSON(b []byte) error {
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}
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}
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// Add a relative color value to the color.
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// Add a relative color value to the color.
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func (c Color) Add(r, g, b, a int32) Color {
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func (c Color) Add(r, g, b, a int) Color {
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var (
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var (
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R = int32(c.Red) + r
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R = int(c.Red) + r
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G = int32(c.Green) + g
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G = int(c.Green) + g
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B = int32(c.Blue) + b
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B = int(c.Blue) + b
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A = int32(c.Alpha) + a
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A = int(c.Alpha) + a
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)
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)
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cap8 := func(v int32) uint8 {
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cap8 := func(v int) uint8 {
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if v > 255 {
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if v > 255 {
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v = 255
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v = 255
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} else if v < 0 {
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} else if v < 0 {
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@ -182,11 +182,22 @@ func (c Color) Add(r, g, b, a int32) Color {
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}
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}
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// Lighten a color value.
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// Lighten a color value.
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func (c Color) Lighten(v int32) Color {
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func (c Color) Lighten(v int) Color {
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return c.Add(v, v, v, 0)
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return c.Add(v, v, v, 0)
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}
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}
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// Darken a color value.
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// Darken a color value.
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func (c Color) Darken(v int32) Color {
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func (c Color) Darken(v int) Color {
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return c.Add(-v, -v, -v, 0)
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return c.Add(-v, -v, -v, 0)
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}
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}
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// Transparentize adjusts the alpha level of a color.
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func (c Color) Transparentize(v int) Color {
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return c.Add(0, 0, 0, int(v))
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}
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// SetAlpha sets the alpha value to a specific setting.
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func (c Color) SetAlpha(v uint8) Color {
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c.Alpha = v
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return c
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}
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@ -125,7 +125,8 @@ func (r Rect) Add(other Rect) Rect {
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}
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}
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}
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}
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// Add a point to move the rect.
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// Add (or subtract) a point to move the rect. This is usually the method you
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// want to use: negative Point values will subtract the rect's position.
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func (r Rect) AddPoint(other Point) Rect {
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func (r Rect) AddPoint(other Point) Rect {
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return Rect{
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return Rect{
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X: r.X + other.X,
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X: r.X + other.X,
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@ -135,6 +136,17 @@ func (r Rect) AddPoint(other Point) Rect {
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}
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}
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}
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}
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// SubtractPoint is the inverse of AddPoint. Use this only if you need to
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// invert the Point being added.
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func (r Rect) SubtractPoint(other Point) Rect {
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return Rect{
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X: r.X - other.X,
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Y: r.Y - other.Y,
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W: r.W,
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H: r.H,
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}
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}
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// Text holds information for drawing text.
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// Text holds information for drawing text.
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type Text struct {
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type Text struct {
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Text string
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Text string
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@ -69,12 +69,21 @@ func (p Point) Inside(r Rect) bool {
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(p.Y >= y1 && p.Y <= y2))
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(p.Y >= y1 && p.Y <= y2))
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}
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}
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// Add (or subtract) the other point to your current point.
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// Add (or subtract) the other point to your current point. This is usually
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// the one you want: if the other Point has negative values it will subtract
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// them from this Point, or if they are positive it will add them.
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func (p *Point) Add(other Point) {
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func (p *Point) Add(other Point) {
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p.X += other.X
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p.X += other.X
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p.Y += other.Y
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p.Y += other.Y
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}
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}
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|
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// Subtract is the inverse of Add. Use this if you want to force a subtraction
|
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// operation (i.e. to invert a Point before adding it).
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func (p *Point) Subtract(other Point) {
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p.X -= other.X
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p.Y -= other.Y
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}
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|
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// MarshalText to convert the point into text so that a render.Point may be used
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// MarshalText to convert the point into text so that a render.Point may be used
|
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// as a map key and serialized to JSON.
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// as a map key and serialized to JSON.
|
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func (p *Point) MarshalText() ([]byte, error) {
|
func (p *Point) MarshalText() ([]byte, error) {
|
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@ -1,22 +0,0 @@
|
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package sdl
|
|
||||||
|
|
||||||
import (
|
|
||||||
"git.kirsle.net/apps/doodle/level"
|
|
||||||
)
|
|
||||||
|
|
||||||
// Frames to cache for FPS calculation.
|
|
||||||
const (
|
|
||||||
maxSamples = 100
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|
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TargetFPS = 1000 / 60
|
|
||||||
)
|
|
||||||
|
|
||||||
var (
|
|
||||||
fpsCurrentTicks uint32 // current time we get sdl.GetTicks()
|
|
||||||
fpsLastTime uint32 // last time we printed the fpsCurrentTicks
|
|
||||||
fpsCurrent int
|
|
||||||
fpsFrames int
|
|
||||||
fpsSkipped uint32
|
|
||||||
fpsInterval uint32 = 1000
|
|
||||||
)
|
|
||||||
|
|
||||||
var pixelHistory []level.Pixel
|
|
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@ -8,5 +8,5 @@ var (
|
||||||
ButtonHoverColor = render.RGBA(200, 255, 255, 255)
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ButtonHoverColor = render.RGBA(200, 255, 255, 255)
|
||||||
ButtonOutlineColor = render.Black
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ButtonOutlineColor = render.Black
|
||||||
|
|
||||||
BorderColorOffset int32 = 40
|
BorderColorOffset = 40
|
||||||
)
|
)
|
||||||
|
|
|
@ -127,7 +127,7 @@ func (w *Canvas) loopFollowActor(ev *events.State) error {
|
||||||
var (
|
var (
|
||||||
APosition = actor.Position() // relative to screen
|
APosition = actor.Position() // relative to screen
|
||||||
APoint = actor.Drawing.Position()
|
APoint = actor.Drawing.Position()
|
||||||
ASize = actor.Canvas.Size()
|
ASize = actor.Drawing.Size()
|
||||||
scrollBy render.Point
|
scrollBy render.Point
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue
Block a user