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rgb-led-board/animationMario.go

156 lines
3.6 KiB
Go

package main
import (
"image"
"image/color"
"log"
"os"
"math"
"github.com/disintegration/imaging"
)
type Mario struct {
position image.Point
dir image.Point
images map[string]image.Image
updown string
a float64
b float64
angle float64
}
func loadMario(file string) image.Image {
reader, err := os.Open(file)
if err != nil {
log.Fatal(err)
}
rawMario, _, err := image.Decode(reader)
if err != nil {
log.Fatal(err)
}
mario := imaging.Resize(rawMario, 16, 16, imaging.Lanczos)
return mario
}
func initialMap() map[string]image.Image {
imageMap := make(map[string]image.Image)
imageMap["marioUp"] = loadMario("marioUp.png")
imageMap["marioDown"] = loadMario("marioDown.png")
return imageMap
}
// initializes the struct for the an play animation function, this could all be dumped into function that's wrapping go routine if I wanted
// this assumes mario context is up
func (a *Animation) animateMario() {
defer a.updateMarioPosition()
a.ctx.SetColor(color.Black)
a.ctx.Clear()
if a.mario.dir.X == 1 {
a.ctx.DrawImageAnchored(a.mario.images[a.mario.updown], a.mario.position.X, a.mario.position.Y, 0.5, 0.5)
} else {
a.ctx.DrawImageAnchored(imaging.FlipH(a.mario.images[a.mario.updown]), a.mario.position.X, a.mario.position.Y, 0.5, 0.5)
}
}
func (a *Animation) updateMarioPosition() {
centerX := a.ctx.Width() / 2
centerY := a.ctx.Height() / 2
// Determine sprite size (use current updown image if available)
var sprite image.Image
if img, ok := a.mario.images[a.mario.updown]; ok && img != nil {
sprite = img
} else {
for _, im := range a.mario.images {
sprite = im
break
}
}
// default half sizes if sprite missing
halfW, halfH := 8, 8
if sprite != nil {
halfW = sprite.Bounds().Dx() / 2
halfH = sprite.Bounds().Dy() / 2
}
// allowable center range so the sprite stays fully on the panel
minCenterX := halfW
maxCenterX := a.ctx.Width() - 1 - halfW
minCenterY := halfH
maxCenterY := a.ctx.Height() - 1 - halfH
// parametric angle before any reflection
t := a.mario.angle
// compute candidate center position on the ellipse
marioX := int(math.Round(a.mario.a*math.Cos(t))) + centerX
marioY := int(math.Round(a.mario.b*math.Sin(t))) + centerY
// detect collisions against allowed center ranges
collidedX := marioX < minCenterX || marioX > maxCenterX
collidedY := marioY < minCenterY || marioY > maxCenterY
// Reflect the parametric angle correctly:
// - For horizontal collision we want cos(t_new) = -cos(t) => t_new = Pi - t
// - For vertical collision we want sin(t_new) = -sin(t) => t_new = -t
if collidedX {
t = math.Pi - t
}
if collidedY {
t = -t
}
// normalize angle into [0, 2π)
for t < 0 {
t += 2 * math.Pi
}
for t >= 2*math.Pi {
t -= 2 * math.Pi
}
a.mario.angle = t
// recompute position from possibly-updated angle so sprite is inside bounds
marioX = int(math.Round(a.mario.a*math.Cos(t))) + centerX
marioY = int(math.Round(a.mario.b*math.Sin(t))) + centerY
// clamp as a safety net
if marioX < minCenterX {
marioX = minCenterX
}
if marioX > maxCenterX {
marioX = maxCenterX
}
if marioY < minCenterY {
marioY = minCenterY
}
if marioY > maxCenterY {
marioY = maxCenterY
}
a.mario.position.X = marioX
a.mario.position.Y = marioY
// advance angle for next frame
a.mario.angle += 0.05
if a.mario.angle >= 2*math.Pi {
a.mario.angle -= 2 * math.Pi
}
// Direction logic (based on param t used for the current frame)
if math.Sin(t) > 0 {
a.mario.dir.X = -1 // moving left
} else {
a.mario.dir.X = 1 // moving right
}
if math.Cos(t) > 0 {
a.mario.updown = "marioDown" // moving downward
} else {
a.mario.updown = "marioUp" // moving upward
}
}