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@ -96,51 +96,19 @@ func (a *Animation) updateMarioPosition() {
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maxCenterY = centerY
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}
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// parametric angle before any reflection
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// advance angle for this frame
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delta := 0.05
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t := a.mario.angle
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// compute candidate center position on the ellipse
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marioX := int(math.Round(a.mario.a*math.Cos(t))) + centerX
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marioY := int(math.Round(a.mario.b*math.Sin(t))) + centerY
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// detect collisions against allowed center ranges
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collidedX := marioX < minCenterX || marioX > maxCenterX
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collidedY := marioY < minCenterY || marioY > maxCenterY
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// If allowed range collapsed to the center, don't reflect on that axis
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// because reflection would keep flipping every frame. Treat that as
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// non-colliding for reflection purposes (we'll clamp position later).
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if minCenterX == maxCenterX {
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collidedX = false
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}
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if minCenterY == maxCenterY {
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collidedY = false
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}
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// Reflect the parametric angle correctly:
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// - For horizontal collision we want cos(t_new) = -cos(t) => t_new = Pi - t
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// - For vertical collision we want sin(t_new) = -sin(t) => t_new = -t
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if collidedX {
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t = math.Pi - t
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}
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if collidedY {
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t = -t
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tNext := t + delta
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if tNext >= 2*math.Pi {
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tNext -= 2 * math.Pi
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}
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// normalize angle into [0, 2π)
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for t < 0 {
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t += 2 * math.Pi
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}
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for t >= 2*math.Pi {
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t -= 2 * math.Pi
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}
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a.mario.angle = t
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// compute next candidate center from the next parametric position
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marioX := int(math.Round(a.mario.a*math.Cos(tNext))) + centerX
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marioY := int(math.Round(a.mario.b*math.Sin(tNext))) + centerY
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// recompute position from possibly-updated angle so sprite is inside bounds
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marioX = int(math.Round(a.mario.a*math.Cos(t))) + centerX
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marioY = int(math.Round(a.mario.b*math.Sin(t))) + centerY
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// clamp as a safety net
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// clamp into allowed center ranges so sprite stays fully on panel
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if marioX < minCenterX {
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marioX = minCenterX
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}
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@ -154,24 +122,30 @@ func (a *Animation) updateMarioPosition() {
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marioY = maxCenterY
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}
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// commit position and advance angle
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a.mario.position.X = marioX
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a.mario.position.Y = marioY
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// advance angle for next frame
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a.mario.angle += 0.05
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if a.mario.angle >= 2*math.Pi {
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a.mario.angle -= 2 * math.Pi
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}
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// Direction logic (based on param t used for the current frame)
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if math.Sin(t) > 0 {
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a.mario.dir.X = -1 // moving left
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a.mario.angle = tNext
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// Direction logic (based on the motion between t and tNext)
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// approximate direction by comparing positions (preferable to trig sign when clamped)
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prevX := int(math.Round(a.mario.a*math.Cos(t))) + centerX
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if prevX == marioX {
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// if we didn't move horizontally, keep previous direction
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// (this prevents flicker when clamped)
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} else if marioX < prevX {
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a.mario.dir.X = -1
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} else {
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a.mario.dir.X = 1 // moving right
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a.mario.dir.X = 1
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}
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if math.Cos(t) > 0 {
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a.mario.updown = "marioDown" // moving downward
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// up/down based on vertical movement
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prevY := int(math.Round(a.mario.b*math.Sin(t))) + centerY
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if prevY == marioY {
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// keep previous up/down state
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} else if marioY < prevY {
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a.mario.updown = "marioUp"
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} else {
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a.mario.updown = "marioUp" // moving upward
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a.mario.updown = "marioDown"
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}
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}
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