/
Player.go
207 lines (195 loc) · 5.25 KB
/
Player.go
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package main
import (
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"math"
)
const (
PlayerSpeed = 300
)
type Player struct {
pos pixel.Vec
dir string
size pixel.Vec
tileID int
pic pixel.Picture
sprite *pixel.Sprite
moving bool
canMove bool
ID int // 0 == player 1 [wasd], 1 == player 2 [arrow keys]
nextTileID int
distanceLeft float64
stunTimer float64
}
func newPlayer(pos pixel.Vec, tID int, loc string, ID int) Player { // Constructor for Player
pic, err := loadPicture(loc)
if err != nil {
panic(err)
}
sprite := pixel.NewSprite(pic, pic.Bounds())
if ID == 0 {
return Player{pos, "right", pixel.V(50, 50), tID, pic, sprite, false, true, ID, 0, 50, 2.5}
} else if ID == 1 {
return Player{pos, "left", pixel.V(50, 50), tID, pic, sprite, false, true, ID, 0, 50, 2.5}
}
return Player{pos, "right", pixel.V(50, 50), tID, pic, sprite, false, true, ID, 0, 50, 2.5}
// Returns a basic Player
}
func (p *Player) update(tile *Tile, win *pixelgl.Window, dt float64) { // Updates a tile
if !p.moving {
if (tile.state == 4 && p.ID+1 == 1) || (tile.state == 3 && p.ID+1 == 2) {
p.stunTimer -= 1 * dt
}
if p.stunTimer < 2.5 && p.stunTimer > 0 {
p.stunTimer -= 1 * dt
p.canMove = false
} else if p.stunTimer < 2.5 && p.stunTimer <= 0 {
p.stunTimer = 2.5
tile.state -= 2
p.canMove = true
}
tile.state = p.ID + 3
// TileSize/2 bc the x,y is at the center of the picture
} else {
}
if p.canMove {
if !p.moving {
if p.ID == 0 {
if win.Pressed(pixelgl.KeyA) {
p.dir = "left"
if p.tileID >= 0 && p.tileID <= (TilesY-1) {
p.nextTileID = (TilesX * TilesY) - (12 - p.tileID)
} else {
p.nextTileID = p.tileID - TilesY
}
p.moving = true
}
if win.Pressed(pixelgl.KeyD) {
p.dir = "right"
if p.tileID >= (TilesX*TilesY)-12 && p.tileID <= (TilesX*TilesY)-1 {
p.nextTileID = 12 - ((TilesX * TilesY) - p.tileID)
} else {
p.nextTileID = p.tileID + TilesY
}
p.moving = true
}
if win.Pressed(pixelgl.KeyS) {
p.dir = "down"
if p.tileID == 0 || p.tileID%12 == 0 {
p.nextTileID = p.tileID + 11
} else {
p.nextTileID = p.tileID - 1
}
p.moving = true
}
if win.Pressed(pixelgl.KeyW) {
p.dir = "up"
if (p.tileID%12)-11 == 0 {
p.nextTileID = p.tileID - 11
} else {
p.nextTileID = p.tileID + 1
}
p.moving = true
}
} else if p.ID == 1 {
if win.Pressed(pixelgl.KeyLeft) {
p.dir = "left"
if p.tileID >= 0 && p.tileID <= (TilesY-1) {
p.nextTileID = (TilesX * TilesY) - (12 - p.tileID)
} else {
p.nextTileID = p.tileID - TilesY
}
p.moving = true
}
if win.Pressed(pixelgl.KeyRight) {
p.dir = "right"
if p.tileID >= (TilesX*TilesY)-12 && p.tileID <= (TilesX*TilesY)-1 {
p.nextTileID = 12 - ((TilesX * TilesY) - p.tileID)
} else {
p.nextTileID = p.tileID + TilesY
}
p.moving = true
}
if win.Pressed(pixelgl.KeyDown) {
p.dir = "down"
if p.tileID == 0 || p.tileID%12 == 0 {
p.nextTileID = p.tileID + 11
} else {
p.nextTileID = p.tileID - 1
}
p.moving = true
}
if win.Pressed(pixelgl.KeyUp) {
p.dir = "up"
if (p.tileID%12)-11 == 0 {
p.nextTileID = p.tileID - 11
} else {
p.nextTileID = p.tileID + 1
}
p.moving = true
}
}
} else {
switch p.dir {
case "up":
if p.distanceLeft > 0 {
p.pos = pixel.V(p.pos.X, p.pos.Y+(PlayerSpeed*dt))
p.distanceLeft -= float64(PlayerSpeed * dt)
} else {
p.tileID = p.nextTileID
p.pos = pixel.V(tiles[p.tileID].pos.X+float64(TileSize/2), tiles[p.tileID].pos.Y+float64(TileSize/2))
p.distanceLeft = 50
p.moving = false
}
case "down":
if p.distanceLeft > 0 {
p.pos = pixel.V(p.pos.X, p.pos.Y-(PlayerSpeed*dt))
p.distanceLeft -= float64(PlayerSpeed * dt)
} else {
p.tileID = p.nextTileID
p.pos = pixel.V(tiles[p.tileID].pos.X+float64(TileSize/2), tiles[p.tileID].pos.Y+float64(TileSize/2))
p.distanceLeft = 50
p.moving = false
}
case "left":
if p.distanceLeft > 0 {
p.pos = pixel.V(p.pos.X-(PlayerSpeed*dt), p.pos.Y)
p.distanceLeft -= float64(PlayerSpeed * dt)
} else {
p.tileID = p.nextTileID
p.pos = pixel.V(tiles[p.tileID].pos.X+float64(TileSize/2), tiles[p.tileID].pos.Y+float64(TileSize/2))
p.distanceLeft = 50
p.moving = false
}
case "right":
if p.distanceLeft > 0 {
p.pos = pixel.V(p.pos.X+(PlayerSpeed*dt), p.pos.Y)
p.distanceLeft -= float64(PlayerSpeed * dt)
} else {
p.tileID = p.nextTileID
p.pos = pixel.V(tiles[p.tileID].pos.X+float64(TileSize/2), tiles[p.tileID].pos.Y+float64(TileSize/2))
p.distanceLeft = 50
p.moving = false
}
default:
}
}
}
}
func (p Player) render(win *pixelgl.Window) { // Draws a tile
mat := pixel.IM
switch p.dir {
case "up":
mat = mat.Rotated(pixel.ZV, 0)
case "down":
mat = mat.Rotated(pixel.ZV, math.Pi)
case "left":
mat = mat.Rotated(pixel.ZV, math.Pi/2)
case "right":
mat = mat.Rotated(pixel.ZV, (3*math.Pi)/2)
default:
mat = mat.Rotated(pixel.ZV, 0)
}
mat = mat.Moved(p.pos)
p.sprite.Draw(win, mat)
}