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200
asb.go
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200
asb.go
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package main
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import (
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"bytes"
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_ "embed"
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"fmt"
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"image"
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"image/color"
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"log"
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/text"
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)
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const (
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ASB_HEIGHT = 50
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ASB_BUFFER = 10
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ASB_WIDTH = 1400
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ASB_COLOR = 0x5d2f6a
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ASB_MARGIN = 10
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ASB_GRAD_TOP = 0x9933cc
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ASB_GRAD_BOTTOM = 0x5d2f6a
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ASB_FLAME_SCALE = 1.56
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ASB_FLAME_OFFSET = 15
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ASB_MASK_WIDTH = 10
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ASB_MASK_HEIGHT = ASB_HEIGHT
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ASB_STRFADE_XOFFSET = 80
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ASB_STRFADE_YOFFSET = 50
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ASB_STRFADE_VALUE = 0x50
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)
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var (
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//go:embed resources/images/barmask.png
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barmaskAsset_png []byte
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assetsBarmask *ebiten.Image
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)
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type AnimatedScoreBar struct {
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ScoreImage *ebiten.Image
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name string
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target float64
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value float64
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gradient *image.RGBA
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character *Character
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flames *Flame
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barbuffer *ebiten.Image
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order int //ranking
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sf float64 //scaling factor
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}
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func NewAnimatedScoreBar(t CharacterType, s string) *AnimatedScoreBar {
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a := &AnimatedScoreBar{
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name: s,
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target: 0,
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value: 0,
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sf: 1,
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ScoreImage: ebiten.NewImage(ASB_WIDTH, ASB_HEIGHT),
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barbuffer: ebiten.NewImage(ASB_WIDTH, ASB_HEIGHT),
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character: NewCharacter(t),
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flames: NewFlame(),
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order: 0,
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}
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a.character.RandomizeCycleStart()
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//fill bar gradient
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a.gradient = image.NewRGBA(image.Rect(0, 0, ASB_WIDTH, ASB_HEIGHT))
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FillGradient(a.gradient, a.barbuffer.Bounds().Dx(), a.barbuffer.Bounds().Dy(), HexToRGBA(ASB_GRAD_TOP), HexToRGBA(ASB_GRAD_BOTTOM))
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a.barbuffer.WritePixels(a.gradient.Pix)
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//mask start of the bar for smooth edges
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op := &ebiten.DrawImageOptions{}
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op.Blend = ebiten.BlendDestinationOut
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a.barbuffer.DrawImage(assetsBarmask.SubImage(image.Rect(0, 0, ASB_MASK_WIDTH, ASB_MASK_HEIGHT)).(*ebiten.Image), op)
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//add name to the fill bar, which will gradually display as the value increases
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text.Draw(a.barbuffer, a.name, DashFont.TeamBarName, ASB_MARGIN, ASB_HEIGHT-ASB_MARGIN, color.White)
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return a
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}
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func (a *AnimatedScoreBar) GetCharacterType() CharacterType {
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return a.character.GetType()
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}
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func (a *AnimatedScoreBar) Name() string {
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return a.name
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}
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func (a *AnimatedScoreBar) SetTarget(t float64) {
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a.target = t
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}
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func (a *AnimatedScoreBar) GetTarget() float64 {
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return a.target
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}
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func (a *AnimatedScoreBar) GetValue() float64 {
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return a.value
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}
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func (a *AnimatedScoreBar) Animate() {
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a.ScoreImage.Clear()
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a.AddFadedTeamName()
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a.AddScoreBar()
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a.AddCharacter()
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a.AddTextScore()
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a.AdjustValue()
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}
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func (a *AnimatedScoreBar) AddFadedTeamName() {
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//alpha blended black for the team name
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c := HexToRGBA(0x000000)
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c.A = ASB_STRFADE_VALUE
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text.Draw(a.ScoreImage, a.name, DashFont.TeamBackgroundName, ASB_STRFADE_XOFFSET, ASB_STRFADE_YOFFSET, c)
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}
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func (a *AnimatedScoreBar) SetOrder(order int) {
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a.order = order
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}
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func (a *AnimatedScoreBar) GetOrder() int {
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return a.order
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}
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// draw our score bar by using subset of full bar
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func (a *AnimatedScoreBar) AddScoreBar() {
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//ss = subset start, se = subset end
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ssx := 0
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ssy := 0
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sex := int(a.value * a.sf)
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sey := ASB_HEIGHT
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barSubImage := a.barbuffer.SubImage(image.Rect(ssx, ssy, sex, sey)).(*ebiten.Image)
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a.ScoreImage.DrawImage(barSubImage, nil)
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//add trailing image mask to round out the edges
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op := &ebiten.DrawImageOptions{}
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op.Blend = ebiten.BlendDestinationOut
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op.GeoM.Translate(float64(sex)-ASB_MASK_WIDTH, float64(sey)-ASB_MASK_HEIGHT)
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msx := ASB_MASK_WIDTH
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msy := 0
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mex := ASB_MASK_WIDTH + ASB_MASK_WIDTH
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mey := ASB_MASK_HEIGHT
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a.ScoreImage.DrawImage(assetsBarmask.SubImage(image.Rect(msx, msy, mex, mey)).(*ebiten.Image), op)
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}
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func (a *AnimatedScoreBar) AddCharacter() {
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op := &ebiten.DrawImageOptions{}
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//if we're on the move, let's add some flair to the character
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if a.target != a.value {
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op.GeoM.Scale(ASB_FLAME_SCALE, ASB_FLAME_SCALE)
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op.GeoM.Rotate(-math.Pi / 4)
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op.GeoM.Translate(a.value*a.sf+ASB_BUFFER-ASB_FLAME_OFFSET*5/2, ASB_FLAME_OFFSET*3/2)
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a.ScoreImage.DrawImage(a.flames.Sprite, op)
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a.flames.Animate()
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}
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op = &ebiten.DrawImageOptions{}
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op.GeoM.Translate(a.value*a.sf+ASB_BUFFER, 0)
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a.ScoreImage.DrawImage(a.character.Sprite, op)
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a.character.Animate()
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}
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func (a *AnimatedScoreBar) AddTextScore() {
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tx := int(a.value*a.sf) + ASB_BUFFER + a.character.GetWidth()
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ty := ASB_HEIGHT
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text.Draw(a.ScoreImage, fmt.Sprintf("%0.f", a.value), DashFont.Title, tx, ty, color.White)
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text.Draw(a.ScoreImage, "POINTS", DashFont.Title, tx+ASB_BUFFER*7, ty, color.White)
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}
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func (a *AnimatedScoreBar) AdjustValue() {
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if a.value < a.target {
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a.value++
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}
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}
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func (a *AnimatedScoreBar) SetScaleFactor(sf float64) {
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a.sf = sf
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}
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func (a *AnimatedScoreBar) Reset() {
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a.value = 0
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}
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func init() {
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img, _, err := image.Decode(bytes.NewReader(barmaskAsset_png))
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if err != nil {
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log.Fatal(err)
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}
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assetsBarmask = ebiten.NewImageFromImage(img)
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}
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