Collision detection system

This commit is contained in:
2023-11-30 21:01:49 +01:00
parent c5b8fc40cb
commit b6776fa9f3
5 changed files with 216 additions and 22 deletions

View File

@@ -3,6 +3,7 @@ package hero
import (
"bytes"
"github.com/hajimehoshi/ebiten/v2"
"gitlab.com/kbr4/9heroja/collision"
"gitlab.com/kbr4/9heroja/configuration"
"gitlab.com/kbr4/9heroja/resources"
"image"
@@ -23,9 +24,11 @@ type Hero struct {
direction configuration.Direction
IsWalking bool
Health int // Health as a percentage (0-100)
X float64
Y float64
}
type spritePosition struct {
type spriteFramePosition struct {
x int
y int
}
@@ -34,8 +37,8 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
// set movement positions to be hashmap of sprite positions for each direction
movementPositions := map[configuration.Direction][]spritePosition{}
movementPositions[configuration.North] = []spritePosition{
movementPositions := map[configuration.Direction][]spriteFramePosition{}
movementPositions[configuration.North] = []spriteFramePosition{
{0, 166},
{33, 166},
{66, 166},
@@ -45,7 +48,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
{66, 166},
{33, 166},
}
movementPositions[configuration.NorthEast] = []spritePosition{
movementPositions[configuration.NorthEast] = []spriteFramePosition{
{168, 0},
{201, 0},
{0, 33},
@@ -56,7 +59,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
{201, 0},
}
movementPositions[configuration.East] = []spritePosition{
movementPositions[configuration.East] = []spriteFramePosition{
{132, 99},
{165, 99},
{198, 99},
@@ -67,7 +70,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
{165, 99},
}
movementPositions[configuration.SouthEast] = []spritePosition{
movementPositions[configuration.SouthEast] = []spriteFramePosition{
{33, 66},
{66, 66},
{99, 66},
@@ -78,7 +81,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
{66, 66},
}
movementPositions[configuration.South] = []spritePosition{
movementPositions[configuration.South] = []spriteFramePosition{
{66, 132},
{0, 99},
{33, 99},
@@ -89,7 +92,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
{0, 99},
}
movementPositions[configuration.SouthWest] = []spritePosition{
movementPositions[configuration.SouthWest] = []spriteFramePosition{
{99, 33},
{33, 0},
{66, 0},
@@ -100,7 +103,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
{33, 0},
}
movementPositions[configuration.West] = []spritePosition{
movementPositions[configuration.West] = []spriteFramePosition{
{198, 66},
{99, 132},
{132, 132},
@@ -111,7 +114,7 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
{99, 132},
}
movementPositions[configuration.NorthWest] = []spritePosition{
movementPositions[configuration.NorthWest] = []spriteFramePosition{
{0, 0},
{132, 33},
{165, 33},
@@ -129,7 +132,9 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
// ground
op.GeoM.Reset()
op.GeoM.Translate(float64(screenWidth/2-16), float64(screenHeight/2-16))
h.X = float64(screenWidth/2 - 16)
h.Y = float64(screenHeight/2 - 16)
op.GeoM.Translate(h.X, h.Y)
//op.GeoM.Translate(float64(i*tileSize-floorMod(g.cameraX, tileSize)),
// float64((ny-1)*tileSize-floorMod(g.cameraY, tileSize)))
@@ -138,8 +143,8 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
// Drawing the dynamic health bar below the hero
maxHealthBarWidth := resources.HeroTileSize // Maximum width of the health bar (same as the character width)
healthBarHeight := 5 // Height of the health bar
healthBarX := float64(screenWidth/2 - 16) // Align with the hero
healthBarY := float64(screenHeight/2 + 20) // Position below the hero
healthBarX := float64(h.X) // Align with the hero
healthBarY := float64(h.Y + 37) // Position below the hero
// Calculate the current width of the health bar based on the hero's health
currentHealthBarWidth := int(float64(maxHealthBarWidth) * (float64(h.Health) / 100.0))
@@ -180,7 +185,7 @@ func NewHero() *Hero {
hero := &Hero{
step: 0,
IsWalking: false,
Health: 33,
Health: 100,
}
go func() {
@@ -217,3 +222,29 @@ func (h *Hero) Stop() {
walkTicker.Stop()
h.IsWalking = false
}
func (h *Hero) CollisionShape() collision.Polygon {
return collision.Polygon{
Points: []collision.Point{
{X: h.X, Y: h.Y},
{X: h.X + 33, Y: h.Y},
{X: h.X + 33, Y: h.Y + 33},
{X: h.X, Y: h.Y + 33},
},
}
}
func (h *Hero) CollisionObjectType() collision.ObjectType {
return collision.Hero
}
func (h *Hero) HandleCollisionEvent(other collision.Collidable) {
coll := other.CollisionObjectType()
switch coll {
case collision.Zombie:
h.Health -= 25
if h.Health <= 0 {
h.Health = 10
}
}
}