doodle/pkg/physics/movement.go
Noah Petherbridge 08e65c32b5 Overhaul the Platformer Physics System
* 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.
2020-04-04 21:00:32 -07:00

34 lines
767 B
Go

package physics
// Mover is a moving object.
type Mover struct {
Acceleration float64
Friction float64
// Gravity Vector
// // Position and previous frame's position.
// Position render.Point
// OldPosition render.Point
//
// // Speed and previous frame's speed.
// Speed render.Point
// OldSpeed render.Point
MaxSpeed Vector
//
// // Object is on the ground and its grounded state last frame.
// Grounded bool
// WasGrounded bool
}
// NewMover initializes state for a moving object.
func NewMover() *Mover {
return &Mover{}
}
// // UpdatePhysics runs calculations on the mover's physics each frame.
// func (m *Mover) UpdatePhysics() {
// m.OldPosition = m.Position
// m.OldSpeed = m.Speed
// m.WasGrounded = m.Grounded
// }