doodle/pkg/physics/math.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

16 lines
434 B
Go

package physics
// Lerp performs linear interpolation between two numbers.
//
// a and b are the two bounds of the number, and t is a fraction between 0 and
// 1 that will return a number between a and b. If t=0, returns a; if t=1,
// returns b.
func Lerp(a, b, t float64) float64 {
return (1.0-t)*a + t*b
}
// LerpInt runs lerp using integers.
func LerpInt(a, b int, t float64) float64 {
return Lerp(float64(a), float64(b), t)
}