2024-07-18 04:23:16 +00:00
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package entities
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import (
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2024-07-18 05:59:06 +00:00
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"git.solsynth.dev/highland/codingland/pkg/internal/land"
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"github.com/veandco/go-sdl2/sdl"
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)
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const (
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Acceleration = 0.5
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Friction = 0.9
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)
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type Player struct {
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land.BaseObject
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Position land.Vector2D
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Size land.Vector2D
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Velocity land.Vector2D
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}
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func (p *Player) Update() {
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keys := sdl.GetKeyboardState()
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if keys[sdl.SCANCODE_UP] == 1 || keys[sdl.SCANCODE_W] == 1 {
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p.Move(0, -1)
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}
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if keys[sdl.SCANCODE_DOWN] == 1 || keys[sdl.SCANCODE_S] == 1 {
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p.Move(0, 1)
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}
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if keys[sdl.SCANCODE_LEFT] == 1 || keys[sdl.SCANCODE_A] == 1 {
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p.Move(-1, 0)
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}
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if keys[sdl.SCANCODE_RIGHT] == 1 || keys[sdl.SCANCODE_D] == 1 {
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p.Move(1, 0)
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}
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p.Move(0, 0)
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p.BaseObject.Update()
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}
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func (p *Player) Move(deltaX, deltaY float64) {
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p.Velocity.X += deltaX * Acceleration
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p.Velocity.Y += deltaY * Acceleration
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p.Position.X += p.Velocity.X
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p.Position.Y += p.Velocity.Y
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p.Velocity.X *= Friction
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p.Velocity.Y *= Friction
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}
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func (p *Player) Draw(pen *sdl.Renderer) {
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pen.SetDrawColor(255, 255, 255, 255)
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pen.FillRect(&sdl.Rect{
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X: int32(p.Position.X),
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Y: int32(p.Position.Y),
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W: int32(p.Size.X),
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H: int32(p.Size.Y),
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})
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2024-07-18 06:47:41 +00:00
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for _, child := range p.Children {
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if drawableChild, ok := child.(land.DrawableObject); ok {
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drawableChild.Draw(pen)
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}
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}
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2024-07-18 04:23:16 +00:00
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}
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