newyearkrendelki/player.go

190 lines
4.5 KiB
Go

package main
import (
"cart/w4"
"math"
"strconv"
)
type Player struct {
Index uint8
Health uint8
KilledBy Actor
Position Vector
Speed Vector
StickGrabbed *Stick
StickOffset float64
GrabTimer uint8
ShootTimer uint8
ShootDirX int8
ShootDirY int8
Gamepad *uint8
GamepadLast uint8
}
func (p *Player) GetPosition() Vector {
return p.Position
}
func (p *Player) Update() bool {
var dirX int8 = int8(*p.Gamepad&w4.BUTTON_RIGHT>>5) - int8(*p.Gamepad&w4.BUTTON_LEFT>>4)
var dirY int8 = int8(*p.Gamepad&w4.BUTTON_DOWN>>7) - int8(*p.Gamepad&w4.BUTTON_UP>>6)
if !(dirX == 0 && dirY == 0) && p.Health > 0 {
p.ShootDirX = dirX
p.ShootDirY = dirY
}
lastGamepad := *p.Gamepad & (*p.Gamepad ^ p.GamepadLast)
p.GamepadLast = *p.Gamepad
if p.GrabTimer > 0 {
p.GrabTimer--
}
if p.ShootTimer > 0 {
p.ShootTimer--
} else {
if *p.Gamepad&w4.BUTTON_1 != 0 && !(p.ShootDirX == 0 && p.ShootDirY == 0) {
bullet := &Bullet{
Owner: p,
Position: p.Position,
SpeedX: p.ShootDirX * 3,
SpeedY: p.ShootDirY * 3,
}
// w4.Trace(strconv.Itoa(int(p.ShootDirX)))
// w4.Trace(strconv.Itoa(int(p.ShootDirY)))
// w4.Trace(p.Position.String())
w4.Tone(150|50<<16, 10, 100, w4.TONE_MODE1)
p.ShootTimer = 15
actors = append(actors, bullet)
}
}
isJumping := *p.Gamepad&w4.BUTTON_DOWN == 0
p.Speed.Y = math.Min(4, p.Speed.Y+gravity)
if p.StickGrabbed != nil {
p.Speed.X = 0
p.Speed.Y = 0
if *p.Gamepad&w4.BUTTON_1 == 0 {
p.Speed.X = float64(dirX)
p.Speed.Y = float64(dirY)
}
p.MoveOnRope(p.Speed)
if p.StickOffset < 0 {
point := p.StickGrabbed.PointA
if len(point.Sticks) == 1 {
p.StickOffset = 0
} else {
p.StickGrabbed = point.Sticks[0]
p.StickOffset += 1
}
}
if p.StickOffset > 1 {
point := p.StickGrabbed.PointB
if len(point.Sticks) == 1 {
p.StickOffset = 1
} else {
p.StickGrabbed = point.Sticks[1]
p.StickOffset -= 1
}
}
p.Position = p.StickGrabbed.GetPosition(p.StickOffset)
if lastGamepad&w4.BUTTON_2 != 0 {
p.GrabTimer = 10
if isJumping {
p.GrabTimer = 10
p.Speed = p.Speed.MulScalar(2)
if p.Speed.Y <= 0 {
p.Speed.Y -= 1 * 2
}
impulse := p.Speed.MulScalar(-1)
p.StickGrabbed.PointA.Position.MoveVec(impulse)
p.StickGrabbed.PointB.Position.MoveVec(impulse)
}
p.StickGrabbed = nil
}
if p.ShootTimer == 15 {
impulse := Vector{-float64(dirX), -float64(dirY)}
if p.StickGrabbed != nil {
p.StickGrabbed.PointA.Position.MoveVec(impulse)
p.StickGrabbed.PointB.Position.MoveVec(impulse)
}
}
} else {
p.Position.Move(p.Speed.X, p.Speed.Y)
if *p.Gamepad&w4.BUTTON_DOWN == 0 && p.GrabTimer == 0 && p.Health > 0 {
distance := math.MaxFloat64
var selectedPoint *Point
for _, point := range points {
diff := p.Position.Sub(point.Position)
dSquared := diff.LenSquared()
if dSquared < distance {
distance = dSquared
selectedPoint = point
}
}
stickDistance := math.MaxFloat64
var selectedStick *Stick
for _, stick := range selectedPoint.Sticks {
distance := stick.GetDistance(p.Position)
if distance < stickDistance {
stickDistance = distance
selectedStick = stick
}
}
if stickDistance < 4 {
p.StickGrabbed = selectedStick
p.StickOffset = selectedStick.GetOffset(p.Position)
p.StickGrabbed.PointA.Position.MoveVec(p.Speed)
p.StickGrabbed.PointB.Position.MoveVec(p.Speed)
}
}
}
p.Position.X = math.Min(math.Max(0, p.Position.X), 320)
if p.Position.Y > 320 && p.Health > 0 {
p.Health = 0
p.Death()
}
return false
}
func (p *Player) MoveOnRope(motion Vector) {
newPos := p.Position.Sum(motion)
offset := p.StickGrabbed.GetOffset(newPos)
p.StickOffset = offset
}
func (p *Player) Draw() {
*w4.DRAW_COLORS = 0x34
drawX := int(p.Position.X) - 4 - camX
drawY := int(p.Position.Y) - 4 - camY
w4.Rect(drawX, drawY, 8, 8)
eyePosX := drawX + 4 + int(p.ShootDirX)
eyePosY := drawY + 4 - 2 + int(p.ShootDirY)
w4.Rect(eyePosX-2, eyePosY, 1, 2)
w4.Rect(eyePosX+1, eyePosY, 1, 2)
if pvp {
*w4.DRAW_COLORS = 0x4
w4.Text("P"+strconv.Itoa(int(p.Index+1)), drawX-3, drawY-10)
}
}
func (p *Player) TakeHit(from Actor) {
if p.Health > 0 {
if p.Health--; p.Health == 0 {
if bullet, ok := from.(*Bullet); ok {
p.StickGrabbed = nil
p.KilledBy = bullet.Owner
p.Death()
}
}
w4.Tone(250|200<<16, 15, 60, w4.TONE_PULSE1)
}
}
func (p *Player) Death() {
p.Speed.Y = -3
playersAlive--
music.MuteFor(30)
w4.Tone(600|200<<16, 15|15<<8, 30, w4.TONE_PULSE2)
}