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152 lines
3.7 KiB
Go
152 lines
3.7 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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// Determine sprite size (use current updown image if available)
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var sprite image.Image
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if img, ok := a.mario.images[a.mario.updown]; ok && img != nil {
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sprite = img
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} else {
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for _, im := range a.mario.images {
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sprite = im
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break
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}
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}
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// default half sizes if sprite missing
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halfW, halfH := 8, 8
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if sprite != nil {
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halfW = sprite.Bounds().Dx() / 2
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halfH = sprite.Bounds().Dy() / 2
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}
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// allowable center range so the sprite stays fully on the panel
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minCenterX := halfW
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maxCenterX := a.ctx.Width() - 1 - halfW
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minCenterY := halfH
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maxCenterY := a.ctx.Height() - 1 - halfH
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// If the sprite is larger than the panel in a dimension, collapse
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// the allowed center range to the panel center so we don't get
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// immediate collisions every frame which makes Mario flash.
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if maxCenterX < minCenterX {
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minCenterX = centerX
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maxCenterX = centerX
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}
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if maxCenterY < minCenterY {
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minCenterY = centerY
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maxCenterY = centerY
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}
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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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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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// 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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// 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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if marioX > maxCenterX {
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marioX = maxCenterX
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}
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if marioY < minCenterY {
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marioY = minCenterY
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}
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if marioY > maxCenterY {
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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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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
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}
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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 = "marioDown"
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}
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}
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