CodingLand/pkg/internal/entities/player.go

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package entities
import (
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"git.solsynth.dev/highland/codingland/pkg/internal/land"
"github.com/veandco/go-sdl2/sdl"
)
const (
Acceleration = 0.5
Friction = 0.9
)
type Player struct {
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land.BaseObject
Position land.Vector2D
Size land.Vector2D
Velocity land.Vector2D
}
func (p *Player) Update() {
keys := sdl.GetKeyboardState()
if keys[sdl.SCANCODE_UP] == 1 || keys[sdl.SCANCODE_W] == 1 {
p.Move(0, -1)
}
if keys[sdl.SCANCODE_DOWN] == 1 || keys[sdl.SCANCODE_S] == 1 {
p.Move(0, 1)
}
if keys[sdl.SCANCODE_LEFT] == 1 || keys[sdl.SCANCODE_A] == 1 {
p.Move(-1, 0)
}
if keys[sdl.SCANCODE_RIGHT] == 1 || keys[sdl.SCANCODE_D] == 1 {
p.Move(1, 0)
}
p.Move(0, 0)
p.BaseObject.Update()
}
func (p *Player) Move(deltaX, deltaY float64) {
p.Velocity.X += deltaX * Acceleration
p.Velocity.Y += deltaY * Acceleration
p.Position.X += p.Velocity.X
p.Position.Y += p.Velocity.Y
p.Velocity.X *= Friction
p.Velocity.Y *= Friction
}
func (p *Player) Draw(pen *sdl.Renderer) {
pen.SetDrawColor(255, 255, 255, 255)
pen.FillRect(&sdl.Rect{
X: int32(p.Position.X),
Y: int32(p.Position.Y),
W: int32(p.Size.X),
H: int32(p.Size.Y),
})
}