Add angles to Player struct; Move drag and speed change to own functions
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parent
4a1204e5c2
commit
5b78da7abf
123
main.go
123
main.go
@ -22,10 +22,43 @@ type Player struct {
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xV,
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yV,
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angularVelocity,
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acceleration float64
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acceleration,
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angleRad,
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angleDeg float64
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vec pixel.Vec
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}
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func playerDrag(player *Player) {
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if player.yV > 0 {
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player.yV -= player.drag
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if player.yV < 0 {
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player.yV = 0
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}
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}
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if player.yV < 0 {
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player.yV += player.drag
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if player.yV > 0 {
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player.yV = 0
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}
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}
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if player.xV > 0 {
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player.xV -= player.drag
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if player.xV < 0 {
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player.xV = 0
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}
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}
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if player.xV < 0 {
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player.xV += player.drag
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if player.xV > 0 {
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player.xV = 0
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}
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}
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//return player
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}
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func loadSprite(path string) (pixel.Picture, error) {
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file, err := os.Open(path)
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if err != nil {
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@ -39,7 +72,14 @@ func loadSprite(path string) (pixel.Picture, error) {
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return pixel.PictureDataFromImage(img), nil
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}
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func createSpriteSheet(SpriteSheetImg pixel.Picture, spriteSizeX, spriteSizeY float64) []pixel.Rect {
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func playerAdjustSpeed(player *Player, dt float64) {
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player.x += player.xV * dt
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player.y += player.yV * dt
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}
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func createSpriteSheet(SpriteSheetImg pixel.Picture,
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spriteSizeX, spriteSizeY float64) []pixel.Rect {
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var frames []pixel.Rect
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for x := SpriteSheetImg.Bounds().Min.X; x < SpriteSheetImg.Bounds().Max.X; x += spriteSizeX {
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@ -82,8 +122,9 @@ func run() {
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player.yV = 0
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player.vec.X = player.x
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player.vec.Y = player.y
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var angle float64 = 0.0
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var angleInDegrees float64 = 0
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player.angularVelocity = 3
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player.angleRad = 0.0
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player.angleDeg = 0
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var (
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frames = 0
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@ -94,13 +135,12 @@ func run() {
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for !win.Closed() {
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dt := time.Since(last).Seconds()
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last = time.Now()
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win.Clear(colornames.Whitesmoke)
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player.vec = pixel.Vec{player.x, player.y}
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mat := pixel.IM
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mat = mat.Rotated(pixel.ZV, angle)
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mat = mat.Rotated(pixel.ZV, player.angleRad)
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mat = mat.Scaled(pixel.ZV, 0.25)
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mat = mat.Moved(player.vec)
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@ -108,10 +148,10 @@ func run() {
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if win.Pressed(pixelgl.KeyLeft) {
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angle += 3 * dt
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player.angleRad += player.angularVelocity * dt
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}
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if win.Pressed(pixelgl.KeyRight) {
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angle -= 3 * dt
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player.angleRad -= player.angularVelocity * dt
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}
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@ -119,12 +159,24 @@ func run() {
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win.SetClosed(true)
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}
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if win.JustReleased(pixelgl.KeyF12) {
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fmt.Printf("Player.x: %f \n", player.x)
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fmt.Printf("Player.y: %f \n", player.y)
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fmt.Printf("Max Speed: %f \n", player.maxSpeed)
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fmt.Printf("Acceleration: %f \n", player.acceleration)
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fmt.Printf("Drag: %f \n", player.drag)
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fmt.Printf("X Velocity: %f \n", player.xV)
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fmt.Printf("Y Velocity: %f \n", player.yV)
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fmt.Printf("Angular Velocity: %f \n", player.angularVelocity)
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fmt.Printf("Current Angle Rad: %f \n", player.angleRad)
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fmt.Printf("Current Angle Deg: %f \n\n\n\n", player.angleDeg)
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}
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if win.Pressed(pixelgl.KeyUp) {
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player.xV +=
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math.Cos(angle-(270*math.Pi)/180) * player.acceleration * dt
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math.Cos(player.angleRad-(270*math.Pi)/180) * player.acceleration * dt
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player.yV +=
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math.Sin(angle-(270*math.Pi)/180) * player.acceleration * dt
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math.Sin(player.angleRad-(270*math.Pi)/180) * player.acceleration * dt
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if player.xV > player.maxSpeed {
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player.xV = player.maxSpeed
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@ -145,22 +197,22 @@ func run() {
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}
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if angle == 0 {
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angleInDegrees = 0
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if player.angleRad == 0 {
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player.angleDeg = 0
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} else {
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angleInDegrees = (angle) * 180 / math.Pi
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player.angleDeg = (player.angleRad) * 180 / math.Pi
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}
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if angleInDegrees == 360 || angleInDegrees == -360 {
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angle = 0
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if player.angleDeg == 360 || player.angleDeg == -360 {
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player.angleRad = 0
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}
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if angleInDegrees > 360 {
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angle = angle - (360*math.Pi)/180
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if player.angleDeg > 360 {
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player.angleRad = player.angleRad - (360*math.Pi)/180
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}
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if angleInDegrees < -360 {
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angle = angle + (360*math.Pi)/180
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if player.angleDeg < -360 {
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player.angleRad = player.angleRad + (360*math.Pi)/180
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}
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if player.x >= win.Bounds().Max.X-10 {
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@ -177,36 +229,9 @@ func run() {
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player.yV = 25
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}
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player.x += player.xV * dt
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player.y += player.yV * dt
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playerAdjustSpeed(&player, dt)
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if player.yV > 0 {
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player.yV -= player.drag
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if player.yV < 0 {
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player.yV = 0
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}
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}
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if player.yV < 0 {
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player.yV += player.drag
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if player.yV > 0 {
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player.yV = 0
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}
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}
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if player.xV > 0 {
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player.xV -= player.drag
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if player.xV < 0 {
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player.xV = 0
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}
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}
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if player.xV < 0 {
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player.xV += player.drag
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if player.xV > 0 {
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player.xV = 0
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}
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}
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playerDrag(&player)
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win.Update()
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@ -218,9 +243,7 @@ func run() {
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frames = 0
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default:
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}
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}
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}
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func main() {
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