Files
Regin_mountain_of_treasures/internal/scenes/play.go

187 lines
4.6 KiB
Go

package scenes
import (
"image/color"
_ "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
platforms []Platform
isGrounded bool
}
func NewPlayScene() *PlayScene {
pImg, _, err := ebitenutil.NewImageFromFile("assets/images/player.jpg")
if err != nil {
log.Println("Kunde inte ladda spelar-sprite:", err)
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)
}
wallImg, _, _ := ebitenutil.NewImageFromFile("assets/images/wall.png")
stairImg, _, _ := ebitenutil.NewImageFromFile("assets/images/stairs.png")
w, h := pImg.Bounds().Dx(), pImg.Bounds().Dy()
// Skapa en enkel karta med plattformar för att hoppa på
var mapPlatforms []Platform
if wallImg != nil {
pW := float64(wallImg.Bounds().Dx())
pH := float64(wallImg.Bounds().Dy())
mapPlatforms = append(mapPlatforms, Platform{
Pos: mgl64.Vec3{300.0, 400.0, 0.0},
Width: pW,
Height: pH,
Sprite: wallImg,
Scale: 0.2, // Skala ner väggen eftersom dina bildfiler (125k/325k) förmodligen är stora
})
mapPlatforms = append(mapPlatforms, Platform{
Pos: mgl64.Vec3{450.0, 300.0, 0.0},
Width: pW,
Height: pH,
Sprite: wallImg,
Scale: 0.2,
})
}
if stairImg != nil {
sW := float64(stairImg.Bounds().Dx())
sH := float64(stairImg.Bounds().Dy())
mapPlatforms = append(mapPlatforms, Platform{
Pos: mgl64.Vec3{150.0, 480.0, 0.0},
Width: sW,
Height: sH,
Sprite: stairImg,
Scale: 0.5,
})
}
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,
platforms: mapPlatforms,
}
}
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. Planera Y förflyttning
nextY := s.player.Pos[1] + s.player.Vel[1]
s.isGrounded = false
// Kolla om vi landar på en plattform (endast när vi faller)
if s.player.Vel[1] >= 0 {
for _, p := range s.platforms {
if p.CheckCollisionTop(&s.player, nextY) {
nextY = p.Pos[1] - s.player.Height
s.player.Vel[1] = 0
s.isGrounded = true
break
}
}
}
// === "Kollision" med golvet (väldigt simpel 2D-kollision för att simulera ytan på the floor på 2D-skärmen) ===
if nextY+s.player.Height >= FloorHeight {
nextY = FloorHeight - s.player.Height
s.player.Vel[1] = 0
s.isGrounded = true
}
s.player.Pos[0] += s.player.Vel[0]
s.player.Pos[1] = nextY
return nil
}
func (s *PlayScene) Draw(screen *ebiten.Image) {
// Gör bakgrunden ljusblå (Sky blue)
screen.Fill(color.RGBA{135, 206, 235, 255})
// === 3D -> 2D Rendering Pipeline (Side View mode) ===
// Rita ut marken över hela skärmens bredd (Tiling)
if s.groundImg != nil {
gWidth := float64(s.groundImg.Bounds().Dx())
if gWidth == 0 {
gWidth = 32 // Undvik division med noll ifall bilden är tom
}
for x := 0.0; x < 800.0; x += gWidth {
gOp := &ebiten.DrawImageOptions{}
gOp.GeoM.Translate(x, FloorHeight)
screen.DrawImage(s.groundImg, gOp)
}
}
// Lägg ut karta/plattformar
for _, p := range s.platforms {
platOp := &ebiten.DrawImageOptions{}
platOp.GeoM.Scale(p.Scale, p.Scale)
platOp.GeoM.Translate(p.Pos[0], p.Pos[1])
screen.DrawImage(p.Sprite, platOp)
}
// 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.")
}