/
mobs.go
152 lines (132 loc) · 3.18 KB
/
mobs.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
package main
import (
"image/color"
"math"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
type Mob struct {
AABB
HasTarget bool
TargetX, TargetY float64
DX, DY float64
color.Color
IdleAnimation *Animation
LeftAnimation *Animation
RightAnimation *Animation
}
func (m Mob) Draw(dst *ebiten.Image) {
ebitenutil.DrawRect(dst, m.X, m.Y, m.W, m.H, m.Color)
if m.DX == 0 && m.DY == 0 && m.IdleAnimation != nil {
m.IdleAnimation.Draw(dst, m.X, m.Y)
} else if m.DX > 0 && m.RightAnimation != nil {
m.RightAnimation.Draw(dst, m.X, m.Y)
} else if m.LeftAnimation != nil {
m.LeftAnimation.Draw(dst, m.X, m.Y)
}
}
// UpdateDelta gets a desired component velocity subject to game constraints.
func UpdateDelta(delta, actual, target float64) float64 {
const (
DeltaDecay = .65
DeltaStep = 1
DeltaMax = 5
DeltaMin = 0.0001
)
err := target - actual
if err == 0 {
delta *= DeltaDecay
} else {
step := Clamp(-DeltaStep, err-delta*DeltaMax/DeltaStep, DeltaStep)
delta = Clamp(-DeltaMax, delta+step, DeltaMax)
}
if math.Abs(delta) < DeltaMin {
return 0
}
return delta
}
// TrackTarget updates the Mob DX, DY in the direction of the target.
func (m *Mob) TrackTarget() {
if m.HasTarget {
m.DX = UpdateDelta(m.DX, m.X, m.TargetX)
m.DY = UpdateDelta(m.DY, m.Y, m.TargetY)
} else {
m.DX = UpdateDelta(m.DX, m.X, m.X)
m.DY = UpdateDelta(m.DY, m.Y, m.Y)
}
}
func (m *Mob) Move() {
m.Translate(m.DX, m.DY)
}
type Boss struct {
Mob
}
func (b *Boss) KeyTarget() (x, y float64, ok bool) {
x, y = b.X, b.Y
ok = false
if ebiten.IsKeyPressed(ebiten.KeyD) {
x += ScreenWidth
ok = true
}
if ebiten.IsKeyPressed(ebiten.KeyA) {
x -= ScreenWidth
ok = true
}
if ebiten.IsKeyPressed(ebiten.KeyS) {
y += ScreenHeight
ok = true
}
if ebiten.IsKeyPressed(ebiten.KeyW) {
y -= ScreenHeight
ok = true
}
return x, y, ok
}
func (b *Boss) MouseTarget() (x, y float64, ok bool) {
if ebiten.IsMouseButtonPressed(ebiten.MouseButton0) {
cx, cy := ebiten.CursorPosition()
return float64(cx) - b.W/2, float64(cy) - b.H/2, true
}
return b.X, b.Y, false
}
func (b *Boss) Update(s SceneData) {
tx, ty, ok := b.KeyTarget()
if ok {
b.HasTarget = false
} else if tx, ty, ok = b.MouseTarget(); ok {
b.HasTarget = true
b.TargetX, b.TargetY = tx, ty
} else if b.HasTarget {
tx, ty = b.TargetX, b.TargetY
}
b.DX = UpdateDelta(b.DX, b.X, tx)
b.DY = UpdateDelta(b.DY, b.Y, ty)
b.Move()
b.DetangleRoom(s.Room)
b.ClampToRoom(s.Room)
if s.Hero != nil {
// Boss pushes the hero, so hero does the detangle, not boss.
s.Hero.Detangle(b.AABB)
// After hero gets pushed, hero might need to avoid obstacles.
s.Hero.DetangleRoom(s.Room)
s.Hero.ClampToRoom(s.Room)
// Hero might push back if they don't fit, so now boss detangles
b.Detangle(s.Hero.AABB)
}
}
type Hero struct {
Mob
}
func (h *Hero) Update(s SceneData) {
// Set target so hero center moves towards the boss center.
h.TargetX = s.Boss.X + s.Boss.W/2 - h.W/2
h.TargetY = s.Boss.Y + s.Boss.H/2 - h.H/2
h.TrackTarget()
// Just do the move. Boss will handle collisions and pushing.
h.Move()
}
type Mate struct {
Mob
}
func (m *Mate) Update(s SceneData) {
}