Noah Petherbridge
08e65c32b5
* Player character now experiences acceleration and friction when walking around the map! * Actor position and movement had to be converted from int's (render.Point) to float64's to support fine-grained acceleration steps. * Added "physics" package and physics.Vector to be a float64 counterpart for render.Point. Vector is used for uix.Actor.Position() for the sake of movement math. Vector is flattened back to a render.Point for collision purposes, since the levels and hitboxes are pixel-bound. * Refactor the uix.Actor to no longer extend the doodads.Drawing (so it can have a Position that's a Vector instead of a Point). This broke some code that expected `.Doodad` to directly reference the Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which was ugly. Added convenience method .Doodad() for a shortcut. * Moved functions like GetBoundingRect() from doodads package to collision, where it uses its own slimmer Actor interface for just the relevant methods it needs.
16 lines
434 B
Go
16 lines
434 B
Go
package physics
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// Lerp performs linear interpolation between two numbers.
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//
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// a and b are the two bounds of the number, and t is a fraction between 0 and
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// 1 that will return a number between a and b. If t=0, returns a; if t=1,
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// returns b.
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func Lerp(a, b, t float64) float64 {
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return (1.0-t)*a + t*b
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}
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// LerpInt runs lerp using integers.
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func LerpInt(a, b int, t float64) float64 {
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return Lerp(float64(a), float64(b), t)
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}
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