package scenes import ( _ "image/jpeg" _ "image/png" "log" "github.com/go-gl/mathgl/mgl64" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" ) const ( Gravity = 0.5 JumpForce = -10.0 MoveSpeed = 4.0 FloorHeight = 500.0 ) type Player struct { Pos mgl64.Vec3 // 3D Kordinater: X (vänster/höger), Y (upp/ner), Z (djup) Vel mgl64.Vec3 // Hastighet Width, Height float64 // För (AABB) Sprite *ebiten.Image } type PlayScene struct { player Player groundImg *ebiten.Image isGrounded bool } func NewPlayScene() *PlayScene { pImg, _, err := ebitenutil.NewImageFromFile("assets/images/player.jpg") if err != nil { log.Println("Kunde inte ladda spelar-sprite:", err) // Fallback till en tom bild ifall bilden saknas pImg = ebiten.NewImage(32, 32) } gImg, _, err := ebitenutil.NewImageFromFile("assets/images/ground.jpg") if err != nil { log.Println("Kunde inte ladda mark-sprite:", err) gImg = ebiten.NewImage(800, 100) } w, h := pImg.Bounds().Dx(), pImg.Bounds().Dy() return &PlayScene{ player: Player{ Pos: mgl64.Vec3{400.0, 100.0, 0.0}, Vel: mgl64.Vec3{0, 0, 0}, Width: float64(w), Height: float64(h), Sprite: pImg, }, groundImg: gImg, } } func (s *PlayScene) Update() error { // === Input (X axis) === s.player.Vel[0] = 0 // Återställ rörelse varje frame if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) { s.player.Vel[0] = -MoveSpeed } if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) { s.player.Vel[0] = MoveSpeed } // === Hoppa (Y axis) === if (ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeySpace)) && s.isGrounded { s.player.Vel[1] = JumpForce s.isGrounded = false } // === Fysik / Euler integrering === // 1. Applicera gravitation if !s.isGrounded { s.player.Vel[1] += Gravity } // 2. Applicera Velocity till Position s.player.Pos = s.player.Pos.Add(s.player.Vel) // === "Kollision" med golvet (väldigt simpel 2D-kollision för att simulera ytan på the floor på 2D-skärmen) === if s.player.Pos[1]+s.player.Height >= FloorHeight { s.player.Pos[1] = FloorHeight - s.player.Height s.player.Vel[1] = 0 s.isGrounded = true } else { s.isGrounded = false } return nil } func (s *PlayScene) Draw(screen *ebiten.Image) { // === 3D -> 2D Rendering Pipeline (Side View mode) === // Rita bakgrund/mark (Väldigt statiskt i det här fallet) gOp := &ebiten.DrawImageOptions{} gOp.GeoM.Translate(0, FloorHeight) screen.DrawImage(s.groundImg, gOp) // Rita Spelaren baserat på dess 3D-kordinater översatta till (X, Y) på 2D-skärmen (vi skippar Z i denna view) pOp := &ebiten.DrawImageOptions{} pOp.GeoM.Translate(s.player.Pos[0], s.player.Pos[1]) screen.DrawImage(s.player.Sprite, pOp) ebitenutil.DebugPrint(screen, "Spelar Scene: SIDOVY. Styr med PILAR och Space.") }