Added basic movement/animation.

Refactored entity to entityType.
This commit is contained in:
Sander Schobers 2019-12-23 15:54:15 +01:00
parent b85ac17d8a
commit 7bd737af94
4 changed files with 190 additions and 39 deletions

3
.gitignore vendored
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@ -5,3 +5,6 @@
__debug_bin __debug_bin
rice-box.go rice-box.go
*.rice-box.* *.rice-box.*
# Application
cmd/krampus19/res/_sandbox/

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@ -4,27 +4,29 @@ import (
"errors" "errors"
"fmt" "fmt"
"io" "io"
"opslag.de/schobers/geom"
) )
type entity byte type entityType byte
type tile byte type tile byte
const ( const (
entityInvalid entity = entity(0) entityTypeInvalid entityType = entityType(0)
entityNone = '_' entityTypeNone = '_'
entityCharacter = '@' entityTypeCharacter = '@'
entityVillain = 'X' entityTypeVillain = 'X'
entityBrick = 'B' entityTypeBrick = 'B'
entityCrate = 'C' entityTypeCrate = 'C'
) )
func (e entity) IsValid() bool { func (e entityType) IsValid() bool {
switch e { switch e {
case entityNone: case entityTypeNone:
case entityCharacter: case entityTypeCharacter:
case entityVillain: case entityTypeVillain:
case entityBrick: case entityTypeBrick:
case entityCrate: case entityTypeCrate:
default: default:
return false return false
} }
@ -53,7 +55,16 @@ type level struct {
width int width int
height int height int
tiles []tile tiles []tile
entities []entity entities []entityType
}
func (l level) idxToPos(i int) geom.Point { return geom.Pt(i%l.width, i/l.width) }
func (l level) posToIdx(p geom.Point) int {
if p.X < 0 || p.Y < 0 || p.X >= l.width || p.Y >= l.height {
return -1
}
return p.Y*l.width + p.X
} }
func loadLevelAsset(r io.Reader) (level, error) { func loadLevelAsset(r io.Reader) (level, error) {
@ -108,10 +119,10 @@ func (c *levelContext) parseRow(p *lineParser) parseLineFn {
func (c *levelContext) addRow(p *lineParser, line string) parseLineFn { func (c *levelContext) addRow(p *lineParser, line string) parseLineFn {
var tiles []tile var tiles []tile
var entities []entity var entities []entityType
for i := 0; i < len(line); i += 2 { for i := 0; i < len(line); i += 2 {
tiles = append(tiles, tile(line[i])) tiles = append(tiles, tile(line[i]))
entities = append(entities, entity(line[i+1])) entities = append(entities, entityType(line[i+1]))
} }
for i, t := range tiles { for i, t := range tiles {
@ -121,7 +132,7 @@ func (c *levelContext) addRow(p *lineParser, line string) parseLineFn {
} }
for i, e := range entities { for i, e := range entities {
if !e.IsValid() { if !e.IsValid() {
return p.emitErr(fmt.Errorf("level contains invalid entity at (%d, %d)", i, c.level.height)) return p.emitErr(fmt.Errorf("level contains invalid entity type at (%d, %d)", i, c.level.height))
} }
} }

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@ -1,9 +1,13 @@
package main package main
import ( import (
"sort"
"time"
"opslag.de/schobers/allg5" "opslag.de/schobers/allg5"
"opslag.de/schobers/geom" "opslag.de/schobers/geom"
"opslag.de/schobers/krampus19/alui" "opslag.de/schobers/krampus19/alui"
"opslag.de/schobers/krampus19/gut"
) )
type playLevel struct { type playLevel struct {
@ -14,16 +18,84 @@ type playLevel struct {
scale float32 scale float32
level level level level
player geom.PointF32 player *entity
moving bool bricks []*entity
sunken []*entity
steps int
tick time.Duration
ani gut.Animations
}
type entity struct {
typ entityType
pos geom.Point
scr geom.PointF32
}
func newEntity(typ entityType, pos geom.Point) *entity {
return &entity{typ, pos, pos.ToF32()}
}
type posToScrFn func(geom.Point) geom.PointF32
type entityMoveAnimation struct {
e *entity
from, to geom.Point
pos geom.PointF32
}
func newEntityMoveAnimation(e *entity, to geom.Point) *entityMoveAnimation {
ani := &entityMoveAnimation{e: e, from: e.pos, to: to, pos: e.pos.ToF32()}
ani.e.pos = to
return ani
}
func (a *entityMoveAnimation) Animate(start, now time.Duration) bool {
const duration = 240 * time.Millisecond
progress := float32((now-start)*1000/duration) * .001
from, to := a.from.ToF32(), a.to.ToF32()
if progress >= 1 {
a.e.scr = to
return false
}
a.e.scr = to.Sub(from).Mul(progress).Add(from)
return true
}
func (s *playLevel) idxToPos(i int) geom.PointF32 { return s.level.idxToPos(i).ToF32() }
func (s *playLevel) isIdle() bool { return s.ani.Idle() }
func (s *playLevel) canMove(to geom.Point) bool {
idx := s.level.posToIdx(to)
if idx == -1 {
return false
}
return true
} }
func (s *playLevel) loadLevel(name string) { func (s *playLevel) loadLevel(name string) {
s.level = s.ctx.Levels[name] s.level = s.ctx.Levels[name]
s.bricks = nil
s.sunken = nil
for i, e := range s.level.entities {
switch e {
case entityTypeCharacter:
s.player = newEntity(e, s.level.idxToPos(i))
case entityTypeBrick:
s.bricks = append(s.bricks, newEntity(e, s.level.idxToPos(i)))
}
}
} }
func (s *playLevel) toScreenPos(p geom.Point) geom.PointF32 { func (s *playLevel) posToScreen(p geom.Point) geom.PointF32 {
pos := geom.PtF32(float32(p.X)+.5, float32(p.Y)+.5) return s.posToScreenF32(p.ToF32())
}
func (s *playLevel) posToScreenF32(p geom.PointF32) geom.PointF32 {
pos := p.Add2D(.5, .5)
pos = geom.PtF32(pos.X*148-pos.Y*46, pos.Y*82) pos = geom.PtF32(pos.X*148-pos.Y*46, pos.Y*82)
pos = geom.PtF32(pos.X*s.scale, pos.Y*s.scale) pos = geom.PtF32(pos.X*s.scale, pos.Y*s.scale)
return pos.Add(s.offset) return pos.Add(s.offset)
@ -50,9 +122,34 @@ func (s *playLevel) Layout(ctx *alui.Context, bounds geom.RectangleF32) {
tilesCenter = geom.PtF32(tilesCenter.X*s.scale, tilesCenter.Y*s.scale) tilesCenter = geom.PtF32(tilesCenter.X*s.scale, tilesCenter.Y*s.scale)
center := bounds.Center() center := bounds.Center()
s.offset = geom.PtF32(center.X-tilesCenter.X, center.Y-tilesCenter.Y) s.offset = geom.PtF32(center.X-tilesCenter.X, center.Y-tilesCenter.Y)
s.ani.Animate(s.ctx.Tick)
}
func (s *playLevel) tryPlayerMove(to geom.Point) {
if s.isIdle() && s.canMove(to) {
s.ani.Start(s.ctx.Tick, newEntityMoveAnimation(s.player, to))
}
}
func (s *playLevel) Handle(e allg5.Event) {
switch e := e.(type) {
case *allg5.KeyCharEvent:
switch e.KeyCode {
case allg5.KeyUp:
s.tryPlayerMove(s.player.pos.Add2D(0, -1))
case allg5.KeyRight:
s.tryPlayerMove(s.player.pos.Add2D(1, 0))
case allg5.KeyDown:
s.tryPlayerMove(s.player.pos.Add2D(0, 1))
case allg5.KeyLeft:
s.tryPlayerMove(s.player.pos.Add2D(-1, 0))
}
}
} }
func (s *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) { func (s *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) {
basicTile := s.ctx.Textures["basic_tile"] basicTile := s.ctx.Textures["basic_tile"]
waterTile := s.ctx.Textures["water_tile"] waterTile := s.ctx.Textures["water_tile"]
tileBmp := func(t tile) Texture { tileBmp := func(t tile) Texture {
@ -70,15 +167,15 @@ func (s *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) {
villain := s.ctx.Textures["villain_character"] villain := s.ctx.Textures["villain_character"]
brick := s.ctx.Textures["brick"] brick := s.ctx.Textures["brick"]
crate := s.ctx.Textures["crate"] crate := s.ctx.Textures["crate"]
entityBmp := func(e entity) Texture { entityBmp := func(e entityType) Texture {
switch e { switch e {
case entityCharacter: case entityTypeCharacter:
return character return character
case entityVillain: case entityTypeVillain:
return villain return villain
case entityBrick: case entityTypeBrick:
return brick return brick
case entityCrate: case entityTypeCrate:
return crate return crate
default: default:
return Texture{} return Texture{}
@ -96,25 +193,31 @@ func (s *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) {
continue continue
} }
pos := geom.Pt(i%level.width, i/level.width) pos := geom.Pt(i%level.width, i/level.width)
screenPos := s.toScreenPos(pos) srcPos := s.posToScreen(pos)
if t == tileWater { if t == tileWater {
screenPos.Y += 8 * s.scale srcPos.Y += 8 * s.scale
} }
tile.DrawOptions(screenPos.X, screenPos.Y, allg5.DrawOptions{Center: true, Scale: allg5.NewUniformScale(s.scale * scale)}) tile.DrawOptions(srcPos.X, srcPos.Y, allg5.DrawOptions{Center: true, Scale: allg5.NewUniformScale(s.scale * scale)})
} }
for i, e := range level.entities { var entities []*entity
bmp := entityBmp(e) entities = append(entities, s.player)
entities = append(entities, s.bricks...)
entities = append(entities, s.sunken...)
sort.Slice(entities, func(i, j int) bool {
if entities[i].scr.Y == entities[j].scr.Y {
return entities[i].scr.X < entities[j].scr.X
}
return entities[i].scr.Y < entities[j].scr.Y
})
for _, e := range entities {
bmp := entityBmp(e.typ)
if bmp.Bitmap == nil { if bmp.Bitmap == nil {
continue continue
} }
pos := geom.Pt(i%level.width, i/level.width) scrPos := s.posToScreenF32(e.scr)
screenPos := s.toScreenPos(pos) bmp.DrawOptions(scrPos.X, scrPos.Y, allg5.DrawOptions{Center: true, Scale: allg5.NewUniformScale(s.scale * scale)})
screenPos.Y -= 48 * s.scale
// scale := scale
// if e == entityCharacter {
// scale *= .4
// }
bmp.DrawOptions(screenPos.X, screenPos.Y, allg5.DrawOptions{Center: true, Scale: allg5.NewUniformScale(s.scale * scale)})
} }
} }

34
gut/animation.go Normal file
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@ -0,0 +1,34 @@
package gut
import "time"
type Animation interface {
Animate(start, now time.Duration) bool
}
type Animations struct {
anis []animation
}
type animation struct {
start time.Duration
ani Animation
}
func (a *Animations) Idle() bool {
return len(a.anis) == 0
}
func (a *Animations) Start(now time.Duration, ani Animation) {
a.anis = append(a.anis, animation{now, ani})
}
func (a *Animations) Animate(now time.Duration) {
active := make([]animation, 0, len(a.anis))
for _, ani := range a.anis {
if ani.ani.Animate(ani.start, now) {
active = append(active, ani)
}
}
a.anis = active
}