Add jumping
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parent
ea60aa70d4
commit
1dfe1a004c
3 changed files with 128 additions and 108 deletions
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@ -82,8 +82,8 @@ var AllPlayerFrames = [][][]FrameData{
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}
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type Player struct {
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X float64
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Y float64
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X, Y float64
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VX, VY float64
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Color color.Color
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PlayerNum int
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230
game/game.go
230
game/game.go
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@ -136,10 +136,6 @@ func (g *Game) startNetworkGame() {
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world.ConnectionActive = true
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}
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func (g *Game) playerStateUpdated() {
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world.Player1, world.Player2 = g.Players[0], g.Players[1]
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}
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func (g *Game) InitNetworking(localPort int, numPlayers int, players []ggpo.Player, numSpectators int) {
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var result error
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var inputBits InputBits = 0
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@ -174,6 +170,122 @@ func (g *Game) InitNetworking(localPort int, numPlayers int, players []ggpo.Play
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peer.SetDisconnectNotifyStart(1000)
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}
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func (g *Game) ReadInputs() InputBits {
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var in InputBits
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if ebiten.IsKeyPressed(ebiten.KeyArrowUp) || ebiten.IsKeyPressed(ebiten.KeyW) {
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in.setButton(ButtonUp)
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}
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if ebiten.IsKeyPressed(ebiten.KeyArrowDown) || ebiten.IsKeyPressed(ebiten.KeyS) {
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in.setButton(ButtonDown)
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}
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if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
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in.setButton(ButtonLeft)
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}
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if ebiten.IsKeyPressed(ebiten.KeyArrowRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
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in.setButton(ButtonRight)
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyH) {
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in.setButton(ButtonPunch)
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}
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return in
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}
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func (g *Game) applyPhysics() {
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for i := 0; i < 2; i++ {
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p := &g.Players[i]
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// Apply gravity.
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if p.VY > -world.Gravity {
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p.VY -= 1
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if p.VY < -world.Gravity {
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p.VY = -world.Gravity
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}
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}
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// Apply velocity.
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p.X, p.Y = p.X+p.VX, p.Y+p.VY
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// TODO check player collision.
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// Apply ground collision.
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if p.Y-component.PlayerSize < 0 {
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p.Y = component.PlayerSize
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}
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}
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}
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func (g *Game) UpdateByInputs(inputs []InputBits) {
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for i, input := range inputs {
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opp := 0
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if i == 0 {
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opp = 1
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}
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playerRect := world.FloatRect(g.Players[i].X, g.Players[i].Y, g.Players[i].X+float64(component.PlayerSize), g.Players[i].Y+float64(component.PlayerSize))
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oppRect := world.FloatRect(g.Players[opp].X, g.Players[opp].Y, g.Players[opp].X+float64(component.PlayerSize), g.Players[opp].Y+float64(component.PlayerSize))
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g.Players[i].VX = g.Players[i].VX * 0.8
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g.Players[i].VY = g.Players[i].VY * 0.8
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if input.isButtonOn(ButtonUp) && !component.TranslateRect(playerRect, 0, -1).Overlaps(oppRect) {
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grounded := g.Players[i].Y == float64(component.PlayerSize)
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// TODO check when last jump, grounded
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if grounded {
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g.Players[i].VY = 20
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}
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log.Println("JUMP", grounded)
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}
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if input.isButtonOn(ButtonDown) && !component.TranslateRect(playerRect, 0, 1).Overlaps(oppRect) {
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//g.Players[i].VY = -1
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// TODO crouch
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}
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if input.isButtonOn(ButtonLeft) && !component.TranslateRect(playerRect, -1, 0).Overlaps(oppRect) {
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g.Players[i].VX = -1
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}
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if input.isButtonOn(ButtonRight) && !component.TranslateRect(playerRect, 1, 0).Overlaps(oppRect) {
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g.Players[i].VX = 1
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}
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if g.Players[i].Action == component.ActionIdle {
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if input.isButtonOn(ButtonPunch) {
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g.Players[i].Action = component.ActionPunch
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g.Players[i].ActionTicksLeft = len(component.AllPlayerFrames[component.ActionPunch]) // TODO
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continue
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}
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}
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if g.Players[i].ActionTicksLeft != 0 {
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g.Players[i].ActionTicksLeft--
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if g.Players[i].ActionTicksLeft == 0 {
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g.Players[i].Action = component.ActionIdle
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g.Players[i].ActionTicksLeft = len(component.AllPlayerFrames[component.ActionIdle]) // TODO
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}
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// TODO Apply hitboxes
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if g.Players[i].ActionTicksLeft != 0 {
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//frameNum := g.Players[i].ActionTicksLeft - 1
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//frame := component.AllPlayerFrames[g.Players[i].Action][frameNum]
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//log.Printf("frame %+v", frame)
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}
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}
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}
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g.applyPhysics()
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}
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func (g *Game) ReadInputsP2() InputBits {
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var in InputBits
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// TODO Support local multiplayer?
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return in
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}
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func (g *Game) playerStateUpdated() {
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world.Player1, world.Player2 = g.Players[0], g.Players[1]
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}
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func (g *Game) RunFrame() {
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input := g.ReadInputs()
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buffer := encodeInputs(input)
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@ -204,107 +316,6 @@ func (g *Game) RunFrame() {
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g.playerStateUpdated()
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}
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func (g *Game) AdvanceFrame(inputs []InputBits, disconnectFlags int) {
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g.UpdateByInputs(inputs)
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err := world.Backend.AdvanceFrame(uint32(g.Checksum()))
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if err != nil {
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panic(err)
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}
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}
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func (g *Game) applyPhysics() {
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// Apply gravity.
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for i := 0; i < 2; i++ {
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p := &g.Players[i]
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p.Y -= world.Gravity
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if p.Y-component.PlayerSize < 0 {
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p.Y = component.PlayerSize
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}
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}
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}
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func (g *Game) UpdateByInputs(inputs []InputBits) {
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for i, input := range inputs {
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opp := 0
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if i == 0 {
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opp = 1
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}
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playerRect := world.FloatRect(g.Players[i].X, g.Players[i].Y, g.Players[i].X+float64(component.PlayerSize), g.Players[i].Y+float64(component.PlayerSize))
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oppRect := world.FloatRect(g.Players[opp].X, g.Players[opp].Y, g.Players[opp].X+float64(component.PlayerSize), g.Players[opp].Y+float64(component.PlayerSize))
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if input.isButtonOn(ButtonUp) && !component.TranslateRect(playerRect, 0, -1).Overlaps(oppRect) {
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g.Players[i].Y--
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}
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if input.isButtonOn(ButtonDown) && !component.TranslateRect(playerRect, 0, 1).Overlaps(oppRect) {
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g.Players[i].Y++
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}
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if input.isButtonOn(ButtonLeft) && !component.TranslateRect(playerRect, -1, 0).Overlaps(oppRect) {
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g.Players[i].X--
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}
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if input.isButtonOn(ButtonRight) && !component.TranslateRect(playerRect, 1, 0).Overlaps(oppRect) {
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g.Players[i].X++
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}
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if g.Players[i].Action == component.ActionIdle {
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if input.isButtonOn(ButtonPunch) {
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g.Players[i].Action = component.ActionPunch
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g.Players[i].ActionTicksLeft = len(component.AllPlayerFrames[component.ActionPunch]) // TODO
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continue
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}
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}
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if g.Players[i].ActionTicksLeft != 0 {
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g.Players[i].ActionTicksLeft--
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if g.Players[i].ActionTicksLeft == 0 {
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g.Players[i].Action = component.ActionIdle
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g.Players[i].ActionTicksLeft = len(component.AllPlayerFrames[component.ActionIdle]) // TODO
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}
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// TODO Apply hitboxes
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if g.Players[i].ActionTicksLeft != 0 {
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//frameNum := g.Players[i].ActionTicksLeft - 1
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//frame := component.AllPlayerFrames[g.Players[i].Action][frameNum]
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//log.Printf("frame %+v", frame)
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}
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}
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}
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g.applyPhysics()
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}
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func (g *Game) ReadInputs() InputBits {
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var in InputBits
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if ebiten.IsKeyPressed(ebiten.KeyArrowUp) || ebiten.IsKeyPressed(ebiten.KeyW) {
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in.setButton(ButtonUp)
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}
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if ebiten.IsKeyPressed(ebiten.KeyArrowDown) || ebiten.IsKeyPressed(ebiten.KeyS) {
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in.setButton(ButtonDown)
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}
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if ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
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in.setButton(ButtonLeft)
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}
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if ebiten.IsKeyPressed(ebiten.KeyArrowRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
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in.setButton(ButtonRight)
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyH) {
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in.setButton(ButtonPunch)
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}
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return in
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}
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func (g *Game) ReadInputsP2() InputBits {
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var in InputBits
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// TODO Support local multiplayer?
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return in
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}
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func (g *Game) Checksum() int {
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h := sha1.New()
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h.Write([]byte(g.String()))
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@ -316,6 +327,15 @@ func (g *Game) Checksum() int {
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return sum
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}
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func (g *Game) AdvanceFrame(inputs []InputBits, disconnectFlags int) {
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g.UpdateByInputs(inputs)
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err := world.Backend.AdvanceFrame(uint32(g.Checksum()))
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if err != nil {
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panic(err)
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}
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}
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func (g *Game) Update() error {
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if ebiten.IsWindowBeingClosed() || (!world.WASM && ebiten.IsKeyPressed(ebiten.KeyEscape)) {
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g.Exit()
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@ -15,7 +15,7 @@ const (
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InternalScreenWidth, InternalScreenHeight = 854, 480
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Gravity = 1.0
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Gravity = 8.0
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GroundHeight = 100 // TODO
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