Tons of experimental updates.
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108
loader.go
Normal file
108
loader.go
Normal file
@@ -0,0 +1,108 @@
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package main
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import (
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"fmt"
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"image/color"
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c "loading/character"
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"loading/objects"
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"log"
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"math/rand"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/examples/resources/fonts"
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"github.com/hajimehoshi/ebiten/v2/text"
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"golang.org/x/image/font"
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"golang.org/x/image/font/opentype"
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)
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func init() {
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//tt, err := opentype.Parse(fonts.MPlus1pRegular_ttf)
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tt, err := opentype.Parse(fonts.PressStart2P_ttf)
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if err != nil {
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log.Fatal(err)
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}
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const dpi = 72
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mplusNormalFont, err = opentype.NewFace(tt, &opentype.FaceOptions{
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Size: 24,
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DPI: dpi,
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Hinting: font.HintingVertical,
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})
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if err != nil {
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log.Fatal(err)
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}
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mplusBigFont, err = opentype.NewFace(tt, &opentype.FaceOptions{
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Size: 48,
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DPI: dpi,
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Hinting: font.HintingFull, // Use quantization to save glyph cache images.
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})
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if err != nil {
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log.Fatal(err)
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}
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mplusTinyFont, err = opentype.NewFace(tt, &opentype.FaceOptions{
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Size: 10,
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DPI: dpi,
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Hinting: font.HintingVertical,
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})
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if err != nil {
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log.Fatal(err)
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}
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// Adjust the line height.
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mplusBigFont = text.FaceWithLineHeight(mplusBigFont, 54)
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}
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func loading() {
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game := &Game{}
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whiteImage.Fill(color.White)
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle(bsofttext)
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fmt.Println(bsofttext)
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//loadCharacters(game)
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loadBobbles(game)
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// Call ebiten.RunGame to start your game loop.
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if err := ebiten.RunGame(game); err != nil {
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log.Fatal(err)
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}
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}
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func loadBobbles(game *Game) {
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// generate bobbles
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gridWidth := bubbleGridSpacing * bubbleGridCols
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gridHeight := bubbleGridSpacing * bubbleGridRows
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gridStartX := float32((screenWidth - gridWidth - bubbleGridSpacing) / 2)
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gridStartY := float32((screenHeight - gridHeight - bubbleGridSpacing) / 2)
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for i := 0; i < totalBobbles; i++ {
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game.bobbles = append(game.bobbles, objects.NewBobble())
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ix := float32(i%bubbleGridRows*bubbleGridSpacing + i%bubbleGridRows*bubbleGridSpacing)
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iy := float32(i/bubbleGridCols*bubbleGridSpacing + i/bubbleGridCols*bubbleGridSpacing)
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game.bobbles[i].Color = color.RGBA{0xFF, 0x00, 0x00, 0xFF}
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game.bobbles[i].Bordercolor = color.RGBA{0x80, 0x00, 0x00, 0xFF}
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game.bobbles[i].SetPose(gridStartX+ix, gridStartY+iy)
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}
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}
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func loadCharacters(game *Game) {
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// generate player character
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game.player = c.NewCharacter()
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game.player.SetPose(float32(rand.Intn(screenWidth)), float32(rand.Intn(screenHeight)))
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// generate enemies
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for i := 0; i < enemyCount; i++ {
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//create new enemy, slip 'em in
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game.enemies = append(game.enemies, c.NewCharacter())
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//set random position based on screen dimensions
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game.enemies[i].SetPose(float32(rand.Intn(screenWidth)), float32(rand.Intn(screenHeight)))
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//distinguish them from the player character
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game.enemies[i].Color = color.RGBA{0xFF, 0x00, 0x00, 0xFF}
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}
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}
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