Documentation ¶
Index ¶
- Constants
- type Player
- func (p *Player) ActionPressed() bool
- func (p *Player) Despawn()
- func (p *Player) EyePos() m.Pos
- func (p *Player) GiveAbility(name, text string)
- func (p *Player) HasAbility(name string) bool
- func (p *Player) LookPos() m.Pos
- func (p *Player) Respawned()
- func (p *Player) SetGoal(goal *engine.Entity)
- func (p *Player) SetVVVVVV(vvvvvv bool, up m.Delta, factor float64)
- func (p *Player) SetVelocityForJump(velocity m.Delta)
- func (p *Player) Spawn(w *engine.World, sp *level.Spawnable, e *engine.Entity) error
- func (p *Player) Touch(other *engine.Entity)
- func (p *Player) Update()
Constants ¶
View Source
const ( // PlayerWidth is the hitbox width of the player. // Actual width is 14 (one extra pixel to left and right). PlayerWidth = 14 + 2*PlayerOffsetDX // PlayerHeight is the hitbox height of the player. // Actual height is 30 (three extra pixels at the top). PlayerHeight = 30 + PlayerOffsetDY + PlayerFlippedOffsetDY // PlayerEyeDX is the X coordinate of the player's eye. PlayerEyeDX = 5 // PlayerEyeDY is the Y coordinate of the player's eye. PlayerEyeDY = 3 // PlayerOffsetDX is the player's render offset. PlayerOffsetDX = -2 // PlayerOffsetDY is the player's render offset. PlayerOffsetDY = -4 // PlayerFlippedOffsetDY is the player's render offset. PlayerFlippedOffsetDY = -1 // PlayerBorderPixels is the size of the player's black border. PlayerBorderPixels = 1 // LookTiles is how many tiles the player can look up/down. LookDistance = level.TileSize * 4 // Nice run/jump speed. MaxGroundSpeed = 160 * constants.SubPixelScale / engine.GameTPS GroundAccel = GroundFriction + AirAccel GroundFriction = 640 * constants.SubPixelScale / engine.GameTPS / engine.GameTPS // Air max speed is lower than ground control, but same forward accel. MaxAirSpeed = 120 * constants.SubPixelScale / engine.GameTPS AirAccel = 480 * constants.SubPixelScale / engine.GameTPS / engine.GameTPS // We want 4.5 tiles high jumps, i.e. 72px high jumps (plus something). // Jump shall take 1 second. // Yields: // v0^2 / (2 * g) = 72 // 2 v0 / g = 1 // -> // v0 = 288 // g = 576 // Note: assuming 1px=6cm, this is actually 17.3m/s and 3.5x earth gravity. JumpVelocity = 288 * constants.SubPixelScale / engine.GameTPS MaxSpeed = 2 * level.TileSize * constants.SubPixelScale // Scale noise by speed. NoiseMinSpeed = 384 * constants.SubPixelScale / engine.GameTPS NoiseMaxSpeed = MaxSpeed NoisePower = 2.0 // Scale hitwall sound by speed. HitWallMinSpeed = 40 * constants.SubPixelScale / engine.GameTPS HitWallMaxSpeed = 160 * constants.SubPixelScale / engine.GameTPS // We want at least 19px high jumps so we can be sure a jump moves at least 2 tiles up. JumpExtraGravity = 72*constants.Gravity/19 - constants.Gravity // Number of frames to allow jumping after leaving ground. This is an extra 1/30 sec. // 7 allows reliable walking over 2 tile gaps. // 1 allows reliable walking over 1 tile gaps. // 0 allows some walking over 1 tile gaps. ExtraGroundFrames = 4 // Animation tuning. AnimGroundSpeed = 20 * constants.SubPixelScale / engine.GameTPS )
Player height is 30 px. So 30 px ~ 180 cm. Gravity is 9.81 m/s^2 = 163.5 px/s^2.
Variables ¶
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Functions ¶
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Types ¶
type Player ¶
type Player struct { mixins.Physics World *engine.World Entity *engine.Entity PersistentState map[string]string AirFrames int // Number of frames since last leaving ground. LastGroundPos m.Pos Jumping bool JumpingUp bool LookUp bool LookDown bool Respawning bool WasOnGround bool PrevVelocity m.Delta VVVVVV bool JustSpawned bool Goal *engine.Entity EasterEggCount int Anim animation.State JumpSound *sound.Sound VVVVVVSound *sound.Sound LandSound *sound.Sound HitHeadSound *sound.Sound HitWallSound *sound.Sound GotAbilitySound *sound.Sound }
func (*Player) ActionPressed ¶
func (*Player) GiveAbility ¶
func (*Player) HasAbility ¶
func (*Player) Respawned ¶
func (p *Player) Respawned()
Respawned informs the player that the world moved/respawned it.
func (*Player) SetVelocityForJump ¶
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