diff --git a/animationMario.go b/animationMario.go index 8b55ba5..51845f2 100644 --- a/animationMario.go +++ b/animationMario.go @@ -77,20 +77,24 @@ func (a *Animation) updateMarioPosition() { currentTime := float64(a.ctx.Width()) / wavelength // Calculate current time based on position - a.mario.position.X += int(amplitude*math.Sin(2*math.Pi*currentTime/wavelength)) + 1*a.mario.dir.X - a.mario.position.Y += 1 * a.mario.dir.Y + a.mario.position.X += int(amplitude*math.Sin(2*math.Pi*currentTime/wavelength)) + a.mario.dir.X + a.mario.position.Y += a.mario.dir.Y if a.mario.position.Y+a.height > a.ctx.Height() { - a.mario.dir.Y = -1 + a.mario.position.Y = a.ctx.Height() - a.height // Reset Y position to the top boundary a.mario.updown = "marioUp" - } else if a.mario.position.Y-a.height < 0 { + a.mario.dir.Y = -1 // Reverse direction when hitting bottom + } else if a.mario.position.Y < 0 { + a.mario.position.Y = 0 // Reset Y position to the bottom boundary a.mario.updown = "marioDown" - a.mario.dir.Y = 1 + a.mario.dir.Y = 1 // Reverse direction when hitting top } if a.mario.position.X+a.width > a.ctx.Width() { - a.mario.dir.X = -1 - } else if a.mario.position.X-a.width < 0 { - a.mario.dir.X = 1 + a.mario.position.X = a.ctx.Width() - a.width // Reset X position to the left boundary + a.mario.dir.X = -a.mario.dir.X // Reverse direction when hitting right edge + } else if a.mario.position.X < 0 { + a.mario.position.X = 0 // Reset X position to the right boundary + a.mario.dir.X = -a.mario.dir.X // Reverse direction when hitting left edge } }