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105 lines
2.6 KiB
Go
105 lines
2.6 KiB
Go
package main
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import (
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"image"
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"image/color"
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"log"
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"os"
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"math"
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"github.com/disintegration/imaging"
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)
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type Mario struct {
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position image.Point
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dir image.Point
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images map[string]image.Image
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updown string
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a float64
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b float64
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angle float64
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}
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func loadMario(file string) image.Image {
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reader, err := os.Open(file)
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if err != nil {
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log.Fatal(err)
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}
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rawMario, _, err := image.Decode(reader)
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if err != nil {
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log.Fatal(err)
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}
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mario := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
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return mario
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}
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func initialMap() map[string]image.Image {
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imageMap := make(map[string]image.Image)
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imageMap["marioUp"] = loadMario("marioUp.png")
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imageMap["marioDown"] = loadMario("marioDown.png")
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return imageMap
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}
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// initializes the struct for the an play animation function, this could all be dumped into function that's wrapping go routine if I wanted
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// this assumes mario context is up
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func (a *Animation) animateMario() {
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defer a.updateMarioPosition()
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a.ctx.SetColor(color.Black)
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a.ctx.Clear()
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if a.mario.dir.X == 1 {
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a.ctx.DrawImageAnchored(a.mario.images[a.mario.updown], a.mario.position.X, a.mario.position.Y, 0.5, 0.5)
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} else {
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a.ctx.DrawImageAnchored(imaging.FlipH(a.mario.images[a.mario.updown]), a.mario.position.X, a.mario.position.Y, 0.5, 0.5)
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}
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}
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func (a *Animation) updateMarioPosition() {
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centerX := a.ctx.Width() / 2
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centerY := a.ctx.Height() / 2
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t := a.mario.angle
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marioX := int(math.Round(float64(a.mario.a * math.Cos(t))))
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marioY := int(math.Round(float64(a.mario.b * math.Sin(t))))
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// Adjust position relative to the center of the panel
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marioX += centerX
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marioY += centerY
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// Check for edge collision and change direction if necessary
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if marioX < 0 {
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a.mario.angle = -a.mario.angle + math.Pi // Reflect horizontally and adjust angle
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} else if marioX >= a.ctx.Width() {
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a.mario.angle = -a.mario.angle + math.Pi // Reflect horizontally and adjust angle
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}
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if marioY < 0 {
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a.mario.angle = math.Pi - a.mario.angle // Flip vertically and adjust angle
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} else if marioY >= a.ctx.Height() {
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a.mario.angle = math.Pi - a.mario.angle // Flip vertically and adjust angle
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}
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a.mario.position.X = marioX
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a.mario.position.Y = marioY
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// Update angle to move along the ellipse
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a.mario.angle += 0.1
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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 for up and down movement
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if math.Sin(t) > 0 {
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a.mario.dir.X = -1 // Moving left
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} else {
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a.mario.dir.X = 1 // Moving right
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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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} else {
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a.mario.updown = "marioUp" // Moving upward
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}
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}
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