187 lines
4.6 KiB
Go
187 lines
4.6 KiB
Go
package scenes
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import (
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"image/color"
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_ "image/jpeg"
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_ "image/png"
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"log"
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"github.com/go-gl/mathgl/mgl64"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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const (
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Gravity = 0.5
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JumpForce = -10.0
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MoveSpeed = 4.0
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FloorHeight = 500.0
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)
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type Player struct {
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Pos mgl64.Vec3 // 3D Kordinater: X (vänster/höger), Y (upp/ner), Z (djup)
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Vel mgl64.Vec3 // Hastighet
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Width, Height float64 // För (AABB)
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Sprite *ebiten.Image
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}
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type PlayScene struct {
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player Player
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groundImg *ebiten.Image
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platforms []Platform
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isGrounded bool
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}
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func NewPlayScene() *PlayScene {
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pImg, _, err := ebitenutil.NewImageFromFile("assets/images/player.jpg")
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if err != nil {
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log.Println("Kunde inte ladda spelar-sprite:", err)
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pImg = ebiten.NewImage(32, 32)
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}
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gImg, _, err := ebitenutil.NewImageFromFile("assets/images/ground.jpg")
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if err != nil {
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log.Println("Kunde inte ladda mark-sprite:", err)
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gImg = ebiten.NewImage(800, 100)
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}
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wallImg, _, _ := ebitenutil.NewImageFromFile("assets/images/wall.png")
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stairImg, _, _ := ebitenutil.NewImageFromFile("assets/images/stairs.png")
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w, h := pImg.Bounds().Dx(), pImg.Bounds().Dy()
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// Skapa en enkel karta med plattformar för att hoppa på
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var mapPlatforms []Platform
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if wallImg != nil {
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pW := float64(wallImg.Bounds().Dx())
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pH := float64(wallImg.Bounds().Dy())
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mapPlatforms = append(mapPlatforms, Platform{
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Pos: mgl64.Vec3{300.0, 400.0, 0.0},
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Width: pW,
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Height: pH,
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Sprite: wallImg,
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Scale: 0.2, // Skala ner väggen eftersom dina bildfiler (125k/325k) förmodligen är stora
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})
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mapPlatforms = append(mapPlatforms, Platform{
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Pos: mgl64.Vec3{450.0, 300.0, 0.0},
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Width: pW,
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Height: pH,
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Sprite: wallImg,
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Scale: 0.2,
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})
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}
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if stairImg != nil {
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sW := float64(stairImg.Bounds().Dx())
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sH := float64(stairImg.Bounds().Dy())
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mapPlatforms = append(mapPlatforms, Platform{
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Pos: mgl64.Vec3{150.0, 480.0, 0.0},
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Width: sW,
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Height: sH,
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Sprite: stairImg,
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Scale: 0.5,
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})
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}
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return &PlayScene{
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player: Player{
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Pos: mgl64.Vec3{400.0, 100.0, 0.0},
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Vel: mgl64.Vec3{0, 0, 0},
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Width: float64(w),
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Height: float64(h),
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Sprite: pImg,
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},
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groundImg: gImg,
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platforms: mapPlatforms,
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}
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}
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func (s *PlayScene) Update() error {
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// === Input (X axis) ===
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s.player.Vel[0] = 0 // Återställ rörelse varje frame
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if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
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s.player.Vel[0] = -MoveSpeed
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
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s.player.Vel[0] = MoveSpeed
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}
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// === Hoppa (Y axis) ===
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if (ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeySpace)) && s.isGrounded {
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s.player.Vel[1] = JumpForce
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s.isGrounded = false
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}
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// === Fysik / Euler integrering ===
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// 1. Applicera gravitation
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if !s.isGrounded {
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s.player.Vel[1] += Gravity
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}
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// 2. Planera Y förflyttning
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nextY := s.player.Pos[1] + s.player.Vel[1]
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s.isGrounded = false
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// Kolla om vi landar på en plattform (endast när vi faller)
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if s.player.Vel[1] >= 0 {
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for _, p := range s.platforms {
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if p.CheckCollisionTop(&s.player, nextY) {
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nextY = p.Pos[1] - s.player.Height
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s.player.Vel[1] = 0
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s.isGrounded = true
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break
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}
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}
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}
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// === "Kollision" med golvet (väldigt simpel 2D-kollision för att simulera ytan på the floor på 2D-skärmen) ===
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if nextY+s.player.Height >= FloorHeight {
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nextY = FloorHeight - s.player.Height
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s.player.Vel[1] = 0
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s.isGrounded = true
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}
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s.player.Pos[0] += s.player.Vel[0]
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s.player.Pos[1] = nextY
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return nil
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}
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func (s *PlayScene) Draw(screen *ebiten.Image) {
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// Gör bakgrunden ljusblå (Sky blue)
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screen.Fill(color.RGBA{135, 206, 235, 255})
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// === 3D -> 2D Rendering Pipeline (Side View mode) ===
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// Rita ut marken över hela skärmens bredd (Tiling)
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if s.groundImg != nil {
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gWidth := float64(s.groundImg.Bounds().Dx())
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if gWidth == 0 {
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gWidth = 32 // Undvik division med noll ifall bilden är tom
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}
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for x := 0.0; x < 800.0; x += gWidth {
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gOp := &ebiten.DrawImageOptions{}
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gOp.GeoM.Translate(x, FloorHeight)
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screen.DrawImage(s.groundImg, gOp)
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}
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}
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// Lägg ut karta/plattformar
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for _, p := range s.platforms {
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platOp := &ebiten.DrawImageOptions{}
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platOp.GeoM.Scale(p.Scale, p.Scale)
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platOp.GeoM.Translate(p.Pos[0], p.Pos[1])
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screen.DrawImage(p.Sprite, platOp)
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}
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// Rita Spelaren baserat på dess 3D-kordinater översatta till (X, Y) på 2D-skärmen (vi skippar Z i denna view)
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pOp := &ebiten.DrawImageOptions{}
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pOp.GeoM.Translate(s.player.Pos[0], s.player.Pos[1])
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screen.DrawImage(s.player.Sprite, pOp)
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ebitenutil.DebugPrint(screen, "Spelar Scene: SIDOVY. Styr med PILAR och Space.")
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}
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