120 lines
3.1 KiB
Go
120 lines
3.1 KiB
Go
package doodle
|
|
|
|
// Subset of the PlayScene that is responsible for movement of the player character.
|
|
|
|
import (
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/keybind"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/physics"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
|
|
"git.kirsle.net/go/render/event"
|
|
)
|
|
|
|
// movePlayer updates the player's X,Y coordinate based on key pressed.
|
|
func (s *PlayScene) movePlayer(ev *event.State) {
|
|
var (
|
|
playerSpeed = float64(balance.PlayerMaxVelocity)
|
|
velocity = s.Player.Velocity()
|
|
direction float64
|
|
jumping bool
|
|
// holdingJump bool // holding down the jump button vs. tapping it
|
|
)
|
|
|
|
// Antigravity: player can move anywhere with arrow keys.
|
|
if s.antigravity || !s.Player.HasGravity() {
|
|
velocity.X = 0
|
|
velocity.Y = 0
|
|
|
|
// Shift to slow your roll to 1 pixel per tick.
|
|
if keybind.Shift(ev) {
|
|
playerSpeed = 1
|
|
}
|
|
|
|
if keybind.Left(ev) {
|
|
velocity.X = -playerSpeed
|
|
} else if keybind.Right(ev) {
|
|
velocity.X = playerSpeed
|
|
}
|
|
if keybind.Up(ev) {
|
|
velocity.Y = -playerSpeed
|
|
} else if keybind.Down(ev) {
|
|
velocity.Y = playerSpeed
|
|
}
|
|
} else {
|
|
// Moving left or right.
|
|
if keybind.Left(ev) {
|
|
direction = -1
|
|
} else if keybind.Right(ev) {
|
|
direction = 1
|
|
}
|
|
|
|
// Up button to signal they want to jump.
|
|
if keybind.Up(ev) {
|
|
if s.Player.IsWet() {
|
|
// If they are holding Up put a cooldown in how fast they can swim
|
|
// to the surface. Tapping the Jump button allows a faster ascent.
|
|
if shmem.Tick > s.jumpCooldownUntil {
|
|
s.jumpCooldownUntil = shmem.Tick + balance.SwimJumpCooldown
|
|
velocity.Y = balance.SwimJumpVelocity
|
|
}
|
|
} else if s.Player.Grounded() {
|
|
velocity.Y = balance.PlayerJumpVelocity
|
|
}
|
|
} else {
|
|
s.jumpCooldownUntil = 0
|
|
if velocity.Y < 0 {
|
|
velocity.Y = 0
|
|
}
|
|
}
|
|
|
|
// Moving left or right? Interpolate their velocity by acceleration.
|
|
if direction != 0 {
|
|
if s.playerLastDirection != direction {
|
|
velocity.X = 0
|
|
}
|
|
|
|
// TODO: fast turn-around if they change directions so they don't
|
|
// slip and slide while their velocity updates.
|
|
velocity.X = physics.Lerp(
|
|
velocity.X,
|
|
direction*s.playerPhysics.MaxSpeed.X,
|
|
s.playerPhysics.Acceleration,
|
|
)
|
|
} else {
|
|
// Slow them back to zero using friction.
|
|
velocity.X = physics.Lerp(
|
|
velocity.X,
|
|
0,
|
|
s.playerPhysics.Friction,
|
|
)
|
|
}
|
|
|
|
// Moving upwards (jumping): give them full acceleration upwards.
|
|
if jumping {
|
|
velocity.Y = -playerSpeed
|
|
}
|
|
|
|
// While in the air, count down their jump counter; when zero they
|
|
// cannot jump again until they touch ground.
|
|
if !s.Player.Grounded() {
|
|
s.playerJumpCounter--
|
|
}
|
|
}
|
|
|
|
s.playerLastDirection = direction
|
|
|
|
// Move the player unless frozen.
|
|
// TODO: if Y=0 then gravity fails, but not doing this allows the
|
|
// player to jump while frozen. Not a HUGE deal right now as only Warp Doors
|
|
// freeze the player currently but do address this later.
|
|
if s.Player.IsFrozen() {
|
|
velocity.X = 0
|
|
}
|
|
s.Player.SetVelocity(velocity)
|
|
|
|
// If the "Use" key is pressed, set an actor flag on the player.
|
|
s.Player.SetUsing(keybind.Use(ev))
|
|
|
|
s.scripting.To(s.Player.ID()).Events.RunKeypress(keybind.FromEvent(ev))
|
|
}
|